mirror of
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catalog/issue-77
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No files matched your search
@@ -1,31 +1,30 @@
|
||||
name: Problem report
|
||||
description: A game or FramePort doesn't work (FramePort → "Report a problem…" fills this in and saves a diagnostics zip).
|
||||
title: "[Problem] "
|
||||
labels: ["bug"]
|
||||
name: Game report
|
||||
description: 'A game doesn''t run right on the Frame, or FramePort itself misbehaves (FramePort fills this in: "Report a problem…").'
|
||||
title: "[Game report] "
|
||||
labels: ["game-compatibility"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Please attach the **diagnostics zip** FramePort saved (drag it into the "Diagnostics" box below). It contains
|
||||
logs, the recipe and device details with personal data removed — no game files. Without the app, it can be
|
||||
read with `frameport diag inspect <zip>`.
|
||||
Please attach the **diagnostics zip** FramePort saved: drag it into the "Diagnostics" box below. It holds logs
|
||||
and device details with personal data removed, and no game files.
|
||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
description: Title — package id (version, engine / XR API); empty for app problems
|
||||
description: Title and package name; leave empty for problems with FramePort itself
|
||||
- type: textarea
|
||||
id: description
|
||||
attributes:
|
||||
label: What happens?
|
||||
description: What you did, what you expected, what you saw (in the headset, if it started)
|
||||
description: What you did, what you expected and what happened
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: findings
|
||||
attributes:
|
||||
label: Launch test / triage
|
||||
description: Filled in by FramePort from the last launch test
|
||||
label: Launch test
|
||||
description: Filled in by FramePort
|
||||
- type: textarea
|
||||
id: recipe
|
||||
attributes:
|
||||
|
||||
@@ -1 +1,8 @@
|
||||
blank_issues_enabled: true
|
||||
contact_links:
|
||||
- name: Questions and ideas
|
||||
url: https://github.com/spoopyghosty0/frameport/discussions
|
||||
about: Setup help, how-to questions and feature ideas go to Discussions.
|
||||
- name: Docs and FAQ
|
||||
url: https://frameport.app/docs/
|
||||
about: Install steps, game folder layouts and common questions.
|
||||
@@ -1,32 +1,32 @@
|
||||
name: Working configuration
|
||||
description: Submit a recipe that works on the Steam Frame (FramePort → game menu → "Share working config…" fills this in).
|
||||
title: "[Working config] "
|
||||
name: Working recipe
|
||||
description: 'Share a recipe that works on the Steam Frame (FramePort fills this in: game menu → "Share working recipe…").'
|
||||
title: "[Working recipe] "
|
||||
labels: ["working-config"]
|
||||
body:
|
||||
- type: markdown
|
||||
attributes:
|
||||
value: |
|
||||
Thanks! A maintainer reviews the recipe; once it's labelled `catalog-accepted`, a pull request adding it to
|
||||
`catalog/games/` is opened automatically. Please don't paste game files or links to them.
|
||||
Thanks! Once a maintainer accepts the recipe, it becomes built-in for everyone. Please don't share game files
|
||||
or links to them.
|
||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
description: Title — package id (platform, version, engine / XR API)
|
||||
description: Title and package name (e.g. Lucky's Tale — com.playful.LuckysTale)
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: result
|
||||
attributes:
|
||||
label: Result
|
||||
description: works or issues (+ the last headless launch test)
|
||||
description: works or issues
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: recipe
|
||||
attributes:
|
||||
label: Recipe
|
||||
description: The catalog entry (catalog/games/<package>.yaml). Don't edit the package line.
|
||||
description: Filled in by FramePort. Don't edit the package line.
|
||||
render: yaml
|
||||
validations:
|
||||
required: true
|
||||
@@ -34,16 +34,16 @@ body:
|
||||
id: environment
|
||||
attributes:
|
||||
label: Environment
|
||||
description: FramePort, tool and SteamOS versions
|
||||
description: FramePort and SteamOS versions
|
||||
- type: textarea
|
||||
id: notes
|
||||
attributes:
|
||||
label: Notes
|
||||
description: What you checked in the headset, known issues, anything unusual
|
||||
description: What you checked in the headset and any known issues
|
||||
- type: checkboxes
|
||||
id: confirm
|
||||
attributes:
|
||||
label: Confirmation
|
||||
options:
|
||||
- label: I played the game in the headset with this recipe (headless launch tests can't check the picture).
|
||||
- label: I played the game in the headset with this recipe.
|
||||
required: true
|
||||
@@ -150,6 +150,7 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
actions: write # starts the pages workflow
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
@@ -159,6 +160,12 @@ jobs:
|
||||
merge-multiple: true
|
||||
- name: Wheel (CLI install via uv tool / pipx / pip, and its self-update)
|
||||
run: uv build --wheel -o out && ls out
|
||||
- name: Videos (docs/media, rendered by the showcase workflow; frameport-<name>.mp4 → FramePort-<name>.mp4)
|
||||
run: |
|
||||
for f in docs/media/frameport-*.mp4; do
|
||||
[ -f "$f" ] || continue
|
||||
n=$(basename "$f" .mp4); cp "$f" "out/FramePort-${n#frameport-}.mp4"
|
||||
done
|
||||
- name: Checksums
|
||||
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
|
||||
- name: Publish release
|
||||
@@ -179,6 +186,11 @@ jobs:
|
||||
echo; cat packaging/release-footer.md; } > "$notes" # short: the update dialog shows these notes
|
||||
gh release delete "$tag" --yes 2>/dev/null || true
|
||||
gh release create "$tag" out/* packaging/FramePort-selfsigned.cer --title "FramePort ${tag}" --notes-file "$notes"
|
||||
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
|
||||
continue-on-error: true
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: gh workflow run pages.yml --ref main
|
||||
|
||||
dev-release:
|
||||
# "Run workflow" with dev ticked: replaces the rolling `dev` pre-release (never shown by the automatic update check;
|
||||
@@ -188,6 +200,7 @@ jobs:
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
actions: write # starts the pages workflow
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
@@ -219,3 +232,8 @@ jobs:
|
||||
gh release delete dev --yes --cleanup-tag 2>/dev/null || true
|
||||
gh release create dev out/* packaging/FramePort-selfsigned.cer --prerelease --target "$GITHUB_SHA" \
|
||||
--title "FramePort dev build ${VERSION}" --notes-file "$notes"
|
||||
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
|
||||
continue-on-error: true
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
run: gh workflow run pages.yml --ref main
|
||||
@@ -1,5 +1,5 @@
|
||||
name: catalog-from-issue
|
||||
# A maintainer adds the label `catalog-accepted` to a "Working configuration" issue → this opens a PR adding the
|
||||
# A maintainer adds the label `catalog-accepted` to a "Working recipe" issue → this opens a PR adding the
|
||||
# recipe to catalog/games/. Never runs for unlabelled issues; the issue text is only read by the validating script
|
||||
# (never interpolated into shell commands). Needs Settings → Actions → "Allow GitHub Actions to create pull requests".
|
||||
on:
|
||||
@@ -40,7 +40,8 @@ jobs:
|
||||
git config user.name "github-actions[bot]"
|
||||
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
|
||||
git checkout -b "$branch"
|
||||
git add "catalog/games/$PKG.yaml"
|
||||
uv run python scripts/patch_docs.py # docs/PATCHES.md lists the catalog games per patch
|
||||
git add "catalog/games/$PKG.yaml" docs/PATCHES.md site/src/data/patches.json
|
||||
git commit -m "catalog: $PKG (from #$ISSUE)"
|
||||
git push --force origin "$branch"
|
||||
if ! gh pr view "$branch" >/dev/null 2>&1; then
|
||||
|
||||
@@ -0,0 +1,72 @@
|
||||
# The project page (site/, Astro) on GitHub Pages: https://frameport.app/
|
||||
# Rebuilt when the site, the docs it renders, the catalog or the showcase renders change on main, when a release is
|
||||
# published, and once a day (contributors, releases and the games board stay fresh). The games board also refreshes
|
||||
# itself from the catalog on main in the visitor's browser, so a catalog change shows before the next build.
|
||||
# One-time setup: Settings → Pages → Source: GitHub Actions; custom domain frameport.app (kept in the settings, not a
|
||||
# CNAME file: GitHub ignores that file for Actions deployments).
|
||||
name: pages
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- 'site/**'
|
||||
- 'docs/*.md'
|
||||
- 'catalog/games/**'
|
||||
- 'bootstrap/setup.sh'
|
||||
- 'docs/images/**'
|
||||
- 'docs/media/**'
|
||||
- 'docs/badges/**'
|
||||
- 'src/frameport/ui/icons/**'
|
||||
- '.github/workflows/pages.yml'
|
||||
release: # the changelog page shows every release (CI's own releases start this through workflow_dispatch)
|
||||
types: [published]
|
||||
schedule:
|
||||
- cron: '17 5 * * *'
|
||||
workflow_dispatch:
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
concurrency:
|
||||
group: pages
|
||||
cancel-in-progress: false
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
defaults:
|
||||
run:
|
||||
working-directory: site
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: actions/setup-node@v7
|
||||
with:
|
||||
node-version: 22
|
||||
cache: npm
|
||||
cache-dependency-path: site/package-lock.json
|
||||
- uses: actions/configure-pages@v6
|
||||
- run: sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends ffmpeg # the video tiles' short previews
|
||||
- run: npm ci
|
||||
- run: npm test
|
||||
- run: npm run build
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} # the contributors list (higher API limit)
|
||||
# analytics (Settings → Secrets and variables → Actions → Variables); unset = none on the site
|
||||
PUBLIC_CF_ANALYTICS_TOKEN: ${{ vars.CF_ANALYTICS_TOKEN }}
|
||||
PUBLIC_GA_ID: ${{ vars.GA_MEASUREMENT_ID }}
|
||||
- uses: actions/upload-pages-artifact@v5
|
||||
with:
|
||||
path: site/dist
|
||||
|
||||
deploy:
|
||||
needs: build
|
||||
runs-on: ubuntu-latest
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
steps:
|
||||
- id: deployment
|
||||
uses: actions/deploy-pages@v5
|
||||
@@ -0,0 +1,107 @@
|
||||
name: showcase
|
||||
# Docs screenshots and the videos (the demo tour, the install tutorial, …), rendered from the demo library
|
||||
# (docs/showcase/, scripts/showcase/; see docs/SHOWCASE.md). Opens or updates one pull request (branch
|
||||
# showcase/update) when a picture really changed; the renders are also kept as a workflow artifact either way.
|
||||
on:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
videos:
|
||||
description: "Videos to record too: names from docs/showcase/videos (e.g. tour install), all, or empty"
|
||||
type: string
|
||||
default: ""
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- "src/frameport/ui/**"
|
||||
- "src/frameport/locales/**"
|
||||
- "docs/showcase/**"
|
||||
- "scripts/showcase/**"
|
||||
|
||||
concurrency:
|
||||
group: showcase-${{ github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
render:
|
||||
runs-on: ubuntu-22.04
|
||||
timeout-minutes: 60
|
||||
env:
|
||||
PYTHONUTF8: "1"
|
||||
PYTHONIOENCODING: utf-8
|
||||
TZ: UTC
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0 # the push's changed files decide whether the video is recorded again
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- name: ffmpeg and fonts
|
||||
run: sudo apt-get update && sudo apt-get install -y ffmpeg fonts-roboto fonts-noto-color-emoji
|
||||
- run: uv sync --extra dev --python 3.12 # the Python the renders are made with locally
|
||||
- name: Chromium for Playwright
|
||||
run: uv run playwright install --with-deps chromium
|
||||
- name: Store art cache (fetched once from the stores the app uses)
|
||||
uses: actions/cache@v6.1.0
|
||||
with:
|
||||
path: ~/.cache/frameport-showcase
|
||||
key: showcase-art-${{ hashFiles('docs/showcase/demo-library.yaml') }}
|
||||
restore-keys: showcase-art-
|
||||
|
||||
- name: Docs screenshots
|
||||
run: uv run python scripts/showcase/render_docs.py --keep showcase-out/screenshots
|
||||
|
||||
- name: Videos
|
||||
# a push records the videos whose storyboard (docs/showcase/videos/<name>.yaml) changed, or all of them when
|
||||
# the recorder changed (UI tweaks alone don't re-record ~10 MB files); Run workflow records what it's asked
|
||||
env:
|
||||
INPUT_VIDEOS: ${{ inputs.videos }}
|
||||
BEFORE: ${{ github.event.before }}
|
||||
run: |
|
||||
if [ "$GITHUB_EVENT_NAME" = workflow_dispatch ]; then
|
||||
read -ra names <<< "$INPUT_VIDEOS"
|
||||
if [ ${#names[@]} -eq 0 ]; then echo "no videos asked for"; exit 0; fi
|
||||
[ "${names[0]}" = all ] && names=()
|
||||
uv run python scripts/showcase/record_video.py "${names[@]}" --work showcase-out/videos
|
||||
else
|
||||
uv run python scripts/showcase/record_video.py --changed-since "$BEFORE" --work showcase-out/videos
|
||||
fi
|
||||
|
||||
- name: Keep the renders
|
||||
if: always()
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: showcase
|
||||
path: |
|
||||
showcase-out/screenshots
|
||||
showcase-out/videos/*/video.json
|
||||
docs/media
|
||||
docs/images/tour-teaser.webp
|
||||
if-no-files-found: ignore
|
||||
retention-days: 14
|
||||
|
||||
- name: What changed
|
||||
id: diff
|
||||
run: |
|
||||
git status --short -- docs/images docs/media
|
||||
if [ -n "$(git status --porcelain -- docs/images docs/media)" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"; fi
|
||||
- name: Pull request
|
||||
if: steps.diff.outputs.changed == 'true' && github.ref == 'refs/heads/main'
|
||||
uses: peter-evans/create-pull-request@v8.1.1
|
||||
with:
|
||||
branch: showcase/update
|
||||
delete-branch: true
|
||||
add-paths: |
|
||||
docs/images/*
|
||||
docs/media/*
|
||||
commit-message: "Docs: update screenshots and videos"
|
||||
title: "Update docs screenshots and videos"
|
||||
body: |
|
||||
Rendered by the `showcase` workflow from the demo library (docs/showcase/demo-library.yaml) with a
|
||||
pretend Frame: only pictures that visibly changed are included. Look them over before merging (the
|
||||
run's `showcase` artifact has every render).
|
||||
|
||||
Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}
|
||||
+10
@@ -20,3 +20,13 @@ CLAUDE.local.md
|
||||
REPORT.md
|
||||
.ruff_cache/
|
||||
.claude/worktrees/
|
||||
|
||||
# project page (site/)
|
||||
site/node_modules/
|
||||
site/dist/
|
||||
site/.astro/
|
||||
site/public/media/
|
||||
site/src/assets/media/
|
||||
site/media-hq/
|
||||
site/public/s
|
||||
site/public/setup.sh
|
||||
@@ -10,8 +10,20 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
## Layout
|
||||
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/`, Flet 1.0) share.
|
||||
- `ui/` — `app.py` shell (sidebar with Frame connection + activity cards, routing, actions, 30 s connection poll),
|
||||
`theme.py` (dark design tokens; change colours/spacing only there), `components.py` (pill, card, callout,
|
||||
status_row, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
`theme.py` (design tokens; change colours/spacing only there. Dark-only colour themes (owner: no light mode):
|
||||
built-ins `portal` (default), `portal_oled` (true black) and `original` (the old violet; alias `classic`). Portal =
|
||||
the logo's dichotomy: orange ACCENT = main action + selection, blue SECONDARY = secondary (outlined) buttons,
|
||||
progress, switch tracks, PC; `dual` themes add the blue→orange sidebar edge, two-colour wordmark (`C.wordmark`) and
|
||||
selected-tab fade (`C.portal_gradient`). Installable theme files `<data>/themes/*.json` (docs/THEMES.md: name,
|
||||
base, dual, any subset of `T.TOKENS`; refused if light/unreadable, `T.ThemeError`), Settings → Appearance: cards
|
||||
switch live via `app.restyle()` (rebuilds the shell, drops cached views; setting `ui.theme`), "Install theme
|
||||
file…", "Copy this theme as a file", bin icon removes. Read tokens as `T.NAME` when building — never as a default argument or module-level constant (they
|
||||
keep the import-time theme; module maps refill through `T.on_change`, `tests/test_theme.py` checks defaults)),
|
||||
`glyphs.py` + `icons/` (the logo `logo.svg`/`logo-solid.svg` = a monitor that comes out of a tilted portal as the
|
||||
Frame, and 24 px line glyphs `fp:frame|port|patch|container|test|pc|sync|live|shot|keys|recipe|link`, copied into
|
||||
the assets dir and shown as tinted `ft.Image`s: pass `G.FRAME` … wherever an icon goes, `C.as_icon` / the button
|
||||
helpers handle both kinds; `src/assets/icon.png` = the bundles' app icon), `components.py` (pill, card, callout,
|
||||
checklist, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
raises), `jobs.py` (background FIFO job queue, one at a time, cancel via Reporter; no Flet), `views/`
|
||||
(library: search/filters/tags/sort as pure tested helpers; game: hero + one-click install, patches under
|
||||
"Customize"; frame: device + readiness + installed, or connect wizard; files: the Frame's file manager (persistent
|
||||
@@ -26,15 +38,27 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
|
||||
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
|
||||
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
|
||||
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
|
||||
pkg)`; Copy image (card hover button, right-click, viewer) = `core/clipboard.copy_image` (Windows/WSL: PowerShell
|
||||
bitmap + file via %TEMP%, macOS osascript PNG, Linux wl-copy/xclip; Flet's set_image only in web mode)); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
|
||||
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
|
||||
output's pulse monitor (sound) → ffmpeg/x264 + AAC (qualities scale down only; "full" = SteamVR's size) →
|
||||
fragmented MP4 on an SSH exec channel's stdout (the script stops ffmpeg on stdin EOF) → relay on 127.0.0.1 (keeps
|
||||
init + fragments since the last keyframe of the *video* track for late viewers) → player page
|
||||
output's pulse monitor (sound) → `fp_venc` (`native/venc`, own clean-room V4L2 driver of the Frame's iris
|
||||
hardware encoder: RGB24→NV12 box downscale with NEON, H.264 CBR, one frame per slot of an even fraction of the
|
||||
panel rate read from DRM, e.g. 96 Hz → 32 fps; stdin `k` = keyframe, EOF = stop; `--probe` / `--selftest`;
|
||||
artifact `linux-arm64-bin/`, synced to `~/.local/share/frameport/bin` by sha256 at stream start, no agent change)
|
||||
piped into ffmpeg (`-c:v copy` + AAC), else the old ffmpeg/x264 30 fps path (qualities scale down only; "full" =
|
||||
SteamVR's size; stderr `live: encoder=… fps=…` → status line) →
|
||||
fragmented MP4 on an SSH exec channel's stdout (stdin EOF stops it) → relay on 127.0.0.1 (a new viewer asks
|
||||
the hardware encoder for a keyframe and waits for it, else gets init + fragments since the last keyframe of the
|
||||
*video* track) → player page
|
||||
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
|
||||
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
|
||||
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
|
||||
stops on disconnect/window close); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
|
||||
stops on disconnect/window close); monitor (`views/monitor.py` + `frame/monitor.py` + agent v62 `_monitor`: one
|
||||
JSON sample per tick over an SSH exec channel while the tab is shown (stopped in go/disconnect/on_close, the
|
||||
agent ends at EOF); sources and costs in docs/FRAME_RUNTIME.md "Monitoring sources"; game card (fps from
|
||||
FrameBridge pacing; End game = Steam's Exit game, then cmd_stop), tiles with `C.Sparkline` (Flet canvas, no charts
|
||||
extension), details, a pooled process table (Game / Steam & SteamVR / All; right-click: end / force kill / end
|
||||
game; MON_CRITICAL needs force, MON_NEVER is refused)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
|
||||
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
|
||||
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
|
||||
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
|
||||
@@ -42,7 +66,36 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
await a FilePicker) must be coroutine functions or go through `page.run_task`: Flet doesn't await a lambda's
|
||||
coroutine (the Files row Download button silently did nothing). `ui_smoke.py --fake-frame --gestures` drives real
|
||||
mouse drags/right-clicks.
|
||||
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
|
||||
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
|
||||
needs agent v73), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
|
||||
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
|
||||
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
|
||||
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
|
||||
`ui.live_frame_card` (Settings → Appearance, default on) is on; else the battery comes from the 30 s poll).
|
||||
ui_smoke injects `FakeMonitorSession` as the hub's `session_factory`.
|
||||
User tags live in library entries (`tags`), filters in library setting `ui.library`.
|
||||
Easter eggs (`ui/easter.py`, owner's wish; never mentioned in the UI or docs): seven quick clicks on the sidebar
|
||||
logo (the *wordmark's* portal glows + rings, a cover is tossed out of it and falls across the window on a random
|
||||
arc: `toss_path`, `page.overlay` at the computed window position `_wordmark_portal`; the logo's portal in
|
||||
themes without one), the Monitor's fps number has a mood tooltip (above the number, clear of the pointer) and
|
||||
2.5 minutes within 0.5 fps of target (`PERFECT_SECONDS`) make the game card glow and pulse blue/orange for 5 s,
|
||||
the number grow in the portal gradient and the sparkline take it; the "Perfect pacing" pill + line stay until the
|
||||
rate slips (`PerfectPacing.done`, `_show_perfect`, `Sparkline.portal`), holiday badges on the logo that dance on
|
||||
hover and shower the window on click (`HOLIDAY_MOTION`; `SHOWERS`/`shower_plan`: New Year confetti, winter snow,
|
||||
Valentine hearts, Pi digits, clovers, hopping eggs, bouncing pumpkins; `holiday`: Valentine's
|
||||
heart, Pi Day, St Patrick's clover, Easter Sat-Mon egg (computus), April 1 = the logo upside down until hovered,
|
||||
Halloween pumpkin, Dec 31-Jan 1 party popper, else Dec 20-Jan 2 snowflake; on those days the logo's box grows to
|
||||
hold the badge: Flutter only hit-tests inside a control's bounds; `FRAMEPORT_TODAY` pretends a date),
|
||||
Library search "frameport" (logo spins, "That's me!"), Type on Frame "hello" (keys still go to the Frame; a
|
||||
headset peeks up from the window's corner and waves), the battery ring (only the ring, with a glow behind
|
||||
it; not the percentage) empties at once and spins while its bar refills, then pulses, on reaching 100 % plugged (`charged_now`, `ring_pulse`, `ring_glow`), a long upload (>2.5 min, `HOP_AFTER`) makes the transit cover hop, the Live view
|
||||
tab shows a blinking ON AIR sign while streaming
|
||||
(`app.sync_on_air`), install milestones (confetti +
|
||||
message at the 1st/10th/100th *different* game: settings `fun.installed` = game ids, `fun.milestones` = shown;
|
||||
each milestone shows once ever, recorded before it's shown; updates/reinstalls never count; the first use seeds
|
||||
from games already on a Frame and marks passed milestones shown). Setting `ui.easter_eggs` (no UI) turns them
|
||||
off; the showcase demo library has them off (steps hook `easter_eggs` for egg demos). Reduce motion: no animation.
|
||||
**Performance rules** (the app froze before): never put image bytes in controls — artwork is served by URL from the
|
||||
GUI assets dir (= user data dir; `ft.run(assets_dir=…)`), as thumbnails (`artwork/thumbs.py`, Pillow); the
|
||||
library view is persistent, streams cards in batches from a background thread and filters by toggling visibility;
|
||||
@@ -50,16 +103,45 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
**Never recreate clickable controls on progress ticks** (sidebar, activity tiles): update their properties —
|
||||
replacing them 5×/s swallowed clicks (couldn't leave the Library during an upload).
|
||||
Labelled switches: `C.switch(label, …)` (Material's default label colour is dark on our dark theme).
|
||||
Cover cards (Library grid + shelf): `library.card_hover`/`hover_motion` (lift, art zoom inside the clipped frame,
|
||||
radial `scrim`, accent-tinted shadow) and `C.CoverButton` (frosted round button, accent under the pointer; Play =
|
||||
blue then orange ring ripple + "Starting on Frame…" pill for STARTING_S; its `.status` layer must sit *below*
|
||||
the button in the Stack, else it takes the clicks); the game page's Play turns into "Starting on …" with a spinner
|
||||
(`GameView._starting`). Reduce motion: no lift/zoom/rings. Filled buttons use a glyph's `-solid` variant
|
||||
(`glyphs.solid`, e.g. `frame-solid.svg`: the outline glyph faded into the orange).
|
||||
Empty states (`C.empty_state(..., features=[(icon, heading, sentence)])`): with features the portal is bigger, a
|
||||
soft portal light (`C.portal_glow`) fills the screen and `C.feature_row` says what the screen will show (the
|
||||
not-connected Files/Screenshots/Live/Type/Monitor tabs and the empty Library); the idle Live view is a framed
|
||||
"screen" with its own Start button + `live_features()`, Type on Frame shows `keyboard_tips()` under the box.
|
||||
Setup checklists (Frame → Ready to play, Settings → Tools / This PC) = `C.checklist([C.Check(ok, title, detail,
|
||||
help, fix=(label, icon, handler), extra=control)])`: ok True/False/"warn"/None (= spinner); the fix button shows
|
||||
inline only while an item isn't ready — wire existing actions only. Motion: `app.body` holds an
|
||||
`ft.AnimatedSwitcher` (`app._show_view`): a new route gets a new wrapper (150 ms fade), a same-route redraw swaps
|
||||
the wrapper's content (no animation; persistent views just remount); the wordmark's portal (`wordmark().data`)
|
||||
pulses once when frame_state turns "connected"; both off with setting `ui.reduce_motion` (Settings → Appearance
|
||||
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order, Appearance
|
||||
first, Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
|
||||
in Containers with `ft.ScrollKey`), the header stays; `app.settings_view.show_section(key)` (ui_smoke
|
||||
`settings-index`).
|
||||
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
|
||||
`help=` argument of `section`/`status_row`/`kv`, tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click) and the game page's "…" menu come
|
||||
from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
`help=` argument of `section`/`kv` (`C.Check` help key), tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click; short: `menus.quick_menu`, key actions
|
||||
+ "More actions…" = the game page with its full "…" menu opened from code, `app.open_game_menu`) and the game
|
||||
page's "…" menu (`menus.menu_sections` quick=False, sectioned) come from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
art if nothing came back; "Update Steam art on Frame" re-sends the art set to the game's anchor (agent ≥ 12).
|
||||
Patch descriptions/reasons describe the general case, naming games only as "e.g. …".
|
||||
- Installs: queued/cancelled/failed ones are remembered (library setting `ui.installs`) → Library "Resume" bar;
|
||||
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
|
||||
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
|
||||
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
|
||||
- Other drives (GitHub #90, agent v63): anchors stay in ~/Applications/quest-frame, a game's files may live in
|
||||
`<mount>/FramePort/<pkg>` (`deployment.json` base). Agent `drives` (/proc/mounts, /run/media + Steam library
|
||||
drives; vfat/exfat/ntfs/read-only refused), prepare*/finalize_linux `dest` (unmounted = error, never a fallback;
|
||||
installed games keep their base), `move` (detached systemd-run + `move_status`; cp -a under podman unshare,
|
||||
count+bytes check, symlink retarget, launch.sh: Quest app_dir line / Linux+PC VR rewritten from the record's
|
||||
`launcher` field, else text swap), list_installed `drive`/`drive_missing` (install_state keeps such games
|
||||
"installed"). PC: `install/drives.py`, library setting `install.drive` (Frame page → Storage), game menu
|
||||
"Move to…" (job kind tool-frame), CLI `frame drives`/`frame move`/`install --dest`. Untested on the device.
|
||||
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
|
||||
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
|
||||
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
|
||||
@@ -72,7 +154,11 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
doesn't do). `VD.bat` is Virtual Desktop's launcher: ignore it except as an exe-location hint. Library migration
|
||||
`rift_run_direct` resets existing recipes.
|
||||
Auto launch-test is skipped on PC installs (it would start the game on the user's desktop). Launch tests collect the Unreal
|
||||
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Lies Beneath via Proton without Revive
|
||||
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Agent v67 adds Unity's logs (LocalLow/<Company>/<Product>/Player(-prev).log via `<Name>_Data/app.info`,
|
||||
`output_log.txt`, Temp/…/Crashes/*/error.log; `unity_logs`) to launch tests and diagnostics; triage `unity-vr-init` /
|
||||
`unity-crash`. A catalog recipe verified with another build (catalog `xr` ≠ the build's) keeps the build's own
|
||||
`pcvr.launch_args` (`engine._other_build`; GitHub #105: SUPERHOT VR's Oculus+OpenVR build needs `-vrmode OpenVR`,
|
||||
the catalog's is the OpenXR build); Electron launchers next to a game rank −30 (`rift.is_electron`). Lies Beneath via Proton without Revive
|
||||
crashed (UE 4.23 "Unhandled exception").
|
||||
- Rift scanning: `sources/rift_dump.scan` = the scanned folder's subfolders are games (one per folder; a folder is a
|
||||
game if all candidate exes sit under one child), recursing into collections; `analysis/rift.py` walks once,
|
||||
@@ -111,12 +197,28 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
|
||||
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
|
||||
description).
|
||||
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`): GUI = Add games → "Add a Linux app (arm64)…" /
|
||||
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`; x86_64 builds run through FEX (app 3127680, no SLR:
|
||||
RootFS /usr/share/guestos/fex-mesa from the OS image; needs `STEAM_COMPAT_DATA_PATH`, see docs/FRAME_RUNTIME.md):
|
||||
agent v61 `linux_x86_tools`/`pick_tool`, `install_proton`/`proton_status` `kind: linux_x86`, `finalize_linux
|
||||
x86_64`, `installer.ensure_proton(kind=)`; an arm64 program wins over an x86_64 one): GUI = Add
|
||||
games → "Add a Linux app…" /
|
||||
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
|
||||
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
|
||||
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
|
||||
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
|
||||
Desktop Mode entries (GitHub #84, agent v63): finalize_linux writes `frameport-<slug>.desktop` to
|
||||
~/.local/share/applications (+ ~/Desktop if it exists; `X-FramePort-Package` marks ours), launch.sh with
|
||||
`FRAMEPORT_DESKTOP=1` skips the Steam-parent watchdog and Steam's display; ensure_host_fixes refreshes entries
|
||||
(older installs, stale ones removed), uninstall/purge remove them. Per app: library entry field `desktop_entry`
|
||||
(default on; patches don't apply to Linux apps) → game page switch → agent `desktop_entry`. Untested on device.
|
||||
- Scanning: SideQuest backups (`<package>/<time>/apk|obb|data`) and AXRB downloads (`AXRB/<app id>/<binary id>/base.apk`
|
||||
+ OBBs/assets; its `patched/`/`*-axrb.apk` PC builds are skipped) are recognised (`sources/quest_dump.py`, FAQ).
|
||||
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
|
||||
- Rename… (game menu "Name and artwork", Library right-click; CLI `frameport rename <pkg> "<name>"|--reset`):
|
||||
`pipeline.rename_game` sets `title` + `title_locked` (+ `auto_title` = the automatic name for reset; rescans, Rift
|
||||
store matches and links then only update `auto_title`; a locked name gets no twin suffix); `sync_title` → Frame
|
||||
agent v77 `rename` (deployment.json title, same shortcut appid: upsert matches by Exe) + art + one Steam restart, PC
|
||||
`PcReviveTarget.rename`; an unreachable Frame → `steam_name_stale` (game page "Update name on Frame", next install).
|
||||
- `Recipe.as_is` = install unchanged (pre-patched libraries): `pipeline.prepare_as_is`; auto for APKs that already
|
||||
contain FrameBridge (`frame_patched`). For Rift it changes nothing (the dump is never modified; the Frame copy
|
||||
still gets launch fixes like the crash-reporter rename — `-nocrashreports` alone doesn't stop UE 4.23) — it does
|
||||
@@ -131,6 +233,10 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
|
||||
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
|
||||
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
|
||||
`upstream.py`: upstream fixes that replace a workaround per build (a probe finds the fix in OVRPort's output →
|
||||
the build leaves the workaround out, `build.superseded`; recipes unchanged). Registered: `ovrport.haptic_envelope`
|
||||
(→ `adapter.haptic_fix`, `frame/haptic_envelope.py`) and `ovrport.microphone_stream` (→ `frame.ovr_microphone`),
|
||||
both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73; haptics owner-verified with Lucky's Tale 2026-10-07).
|
||||
- `analysis/` — APK/ELF inspection (`detect.py`), `elf.py` (pyelftools reads; own DT_NEEDED writer), `stubgen.py`
|
||||
(generates the ovr_* stub .so without a compiler).
|
||||
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
|
||||
@@ -150,8 +256,12 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `diag/` — user feedback without tokens (docs/DIAGNOSTICS.md): `redact.py` (every file/issue text: IPs, hosts,
|
||||
home dirs, Steam ids, dump folders → placeholders), `bundle.py` (redacted diagnostics zip; agent v21
|
||||
`collect_diag`; `frameport diag collect|inspect|report`), `issue.py` (prefilled GitHub issue-form links, ≤7.5k
|
||||
chars). "Share working config" → `working-config.yml` issue → maintainer label `catalog-accepted` →
|
||||
`catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
|
||||
chars; `*_links` = `IssueLinks(form, plain, body)`: body = the Markdown the form writes (`### <label>`, recipe in
|
||||
a ```yaml block; labels checked against the templates), plain = `?title=&body=` link. GitHub #167: some (Flatpak)
|
||||
browsers opened the form with empty fields → `app.open_issue` copies the body to the clipboard and offers "Form
|
||||
empty? Open a plain issue"; keep the templates valid YAML, quote `: ` in descriptions). "Share working config" →
|
||||
`working-config.yml` issue → maintainer label `catalog-accepted` (a plain issue needs `working-config` added by
|
||||
hand) → `catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
|
||||
`core/applog.py` (`<data>/logs/app.log`, finished GUI jobs in `<data>/logs/jobs/`).
|
||||
- Self-update (docs/ARCHITECTURE.md "Self-update", docs/INSTALL.md "Updating"): `_version.py` = the only version
|
||||
(`frameport.__version__`; pyproject reads it via hatch `dynamic`; app log, diagnostics, User-Agent, Settings use
|
||||
@@ -165,9 +275,15 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
signed, `ready.json`); `apply()` writes + starts detached `apply.ps1`/`apply.sh` (wait for pid → Windows: copy over,
|
||||
replaced files kept in `updates/<ver>/previous` because the zip has no top folder; macOS/Linux: mv to `.old` + swap,
|
||||
rollback, `xattr -dr` quarantine → relaunch; `<data>/logs/update.log`). `ui/updater.py`: background check (10 s,
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), notes dialog (`ft.Markdown`), job
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), changelog dialog, job
|
||||
`app-update` that restarts only when no other job is active, `apply_pending_at_start()` in `main()` for
|
||||
"Install updates automatically"; Settings → Updates. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
"Install updates automatically"; Settings → Updates. Changelog: `updates.fetch_changelog` (releases list,
|
||||
`app-releases.json`, same 6 h cache, offline → cached / []) → `ChangelogEntry` (`whats_new()` keeps only the tag
|
||||
message's "What's new" part: CI's intro, update hint and release-footer.md stripped); `between`/`changelog_for`
|
||||
(installed < v ≤ offered, dev entry only when on/choosing dev, skipped versions included), `recent_history`;
|
||||
the update/dev dialogs show one collapsible section per version (`_changes_column`, newest open); after an update
|
||||
`pending_news` (setting `update.last_seen_version`; first start only records it; offline → retried next start)
|
||||
→ Library "was updated" bar → "See what's new…"; Settings → Updates "What's new…" = recent history. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
[--yes]`, once-a-day stderr hint read from the cache only (`refresh_cache()` in a daemon thread writes no
|
||||
settings, to avoid read-modify-write races). `scripts/update_smoke.py <archive>` runs the real extract + swap script
|
||||
(no relaunch) — CI runs it on all three OS with the archive it just built.
|
||||
@@ -176,7 +292,17 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
by hand: the "Update now" button path (same apply(), called from the running app). macOS: CI smoke only.
|
||||
- `agent/frameport_agent.py` — runs **on the Frame** (python3 stdlib only), JSON over SSH. Owns the install layout,
|
||||
launch.sh template, Steam shortcuts (binary VDF), launch tests. Bump `AGENT_VERSION` when changing it.
|
||||
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (sshd, app key, avahi service, Lepton).
|
||||
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (app key, podman fix, Developer Mode, Lepton).
|
||||
`bootstrap/setup.sh` — the setup URL (`curl -fsSL https://frameport.app/s | bash`, copied to the site by
|
||||
`site/scripts/sync-media.mjs`): finds the PC (stdlib mDNS on 5353 for `_frameport-pair._tcp`, which the pairing
|
||||
server announces while open; else the USB address and a /24 scan of `/ping`), `/hello` → the user clicks Allow (4
|
||||
digits on both sides, `ask_digits`) → `/wait` hands over the code → runs bootstrap.sh exactly like the typed line.
|
||||
Checked on the dev Frame 2026-10-10 (mDNS and scan paths) with a stub bootstrap; tests/test_setup_url.py.
|
||||
Auto-pairing (`frame/autopair.py`, `app._start_auto_pair`, setting `frame.auto_pair`, default on; off with
|
||||
FRAMEPORT_HOME/FRAMEPORT_NO_AUTO_PAIR): while no Frame is connected, Frames in Developer Mode (devkit mDNS, else a
|
||||
30 s scan of the /24s for :32000/login-name, deduped by host key) are connected if FramePort's key works, else
|
||||
offered the key via devkit.register every 4 s (refused at once until Pair new host is open; 45 s back-off after an
|
||||
unanswered request). This WSL dev PC never hears the Frame's mDNS (Hyper-V firewall): the scan finds it.
|
||||
- `catalog/games/<package>.yaml` (installed apps also fetch these from GitHub `main`, see "Catalog updates") — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
|
||||
90 Hz default confirmed later by the owner); `catalog/triage.yaml` — log signatures → fixes.
|
||||
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
|
||||
@@ -201,12 +327,20 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
|
||||
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
|
||||
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
|
||||
- Docs screenshots (`docs/images/`): `python scripts/scrub_library.py ~/.local/share/frameport <dir> --status works,issues` (copies
|
||||
library + artwork only; titles replace folder names, local paths → `D:/Games/...`, sort by size) then
|
||||
`FRAMEPORT_HOME=<dir> python scripts/ui_smoke.py --out <shots> --docs --fake-frame --game <pkg>` (set
|
||||
FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR so no tool download toast appears; `--viewport 1280x2600` + crop for the
|
||||
patch list). Check every PNG for paths, IPs, user names and repack/scene names before committing.
|
||||
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
|
||||
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
|
||||
renders `docs/showcase/shots.yaml` into `docs/images/` (every shot twice, kept when both agree; only visibly changed
|
||||
files are rewritten; `--check` for CI) and `scripts/showcase/record_video.py [names] [--draft]` records the
|
||||
storyboards `docs/showcase/videos/<name>.yaml` (tour = FramePort in use + README teaser; install = the install
|
||||
tutorial: instruction cards for the download / the command on the Frame, the rest filmed from a first start) into
|
||||
`docs/media/frameport-<name>.mp4`. Both build the demo library first (`demo_home.py`, profile `demo` or `fresh`:
|
||||
catalog games from `demo-library.yaml` + `demo-analyses.json`, art/details cached in ~/.cache/frameport-showcase, a
|
||||
pretend Frame from `showcase-frame.json`) in a temp FRAMEPORT_HOME: no personal data, refuses the real data dir
|
||||
and placeholder art; discovery is off and the setup command shows placeholders for the address and code. Steps find elements
|
||||
by name through Flutter's semantics tree (`scripts/showcase/web.py`: text, tooltip; the innermost match wins) —
|
||||
give new icon-only controls a tooltip. The `showcase` workflow renders on UI pushes to main (+ the videos whose
|
||||
storyboard changed, or the ones named on dispatch) and opens PR `showcase/update`; releases attach every video as
|
||||
`FramePort-<name>.mp4`. `scripts/scrub_library.py` (the owner's own library) is only for private screenshots now.
|
||||
README rules (owner): says not every game runs (no longer "proof of concept" since 1.0), provides no piracy tools, credits the wrapped
|
||||
projects (most functionality is theirs); neutral technical wording; no Quest2Frame mentions anywhere.
|
||||
- GUI smoke test: `uv pip install flet-web playwright && playwright install chromium`, then
|
||||
`FRAMEPORT_HOME=<test dir> python scripts/ui_smoke.py --out <dir> [--game <pkg>] [--frame steamos@<host>] [--update]` (`--update` = fake release: banner, dialog, Settings → Updates) and look
|
||||
@@ -271,7 +405,10 @@ The Frame runs firewalld (22 and 32000 open). PC side: the setup server needs in
|
||||
firewall blocks it silently (`DefaultInboundAction Block`): `pairing.ensure_reachable` adds a temporary rule via one
|
||||
UAC prompt, removed when the server stops (flag file in %TEMP%, max 35 min); hints per OS after 45 s without a request
|
||||
(`pairing.firewall_hint`). Flet 1.0 patches aren't thread-safe → `app.serialize_flet_updates()` (a dialog shown while a
|
||||
scan redraw ran never closed: "dropped a patch for unknown control").
|
||||
scan redraw ran never closed: "dropped a patch for unknown control"); it also makes property writes (Flet's
|
||||
`Prop.__set__`) take the same `app.FLET_LOCK`: a property set on a background thread while the loop packed a patch
|
||||
changed the control's `_values` mid-iteration ("dictionary changed size during iteration", a sidebar click's page
|
||||
change died while the live Frame card took a sample). Anything that serves the app (ui_smoke, showcase) calls it too.
|
||||
**Lepton:** needs an activity with category **LAUNCHER** (Quest apps often only have INFO → "APP_ACTIVITY is empty").
|
||||
**2D apps:** Lepton runs every app headless (`lepton.headless=true`, only OpenXR output reaches the headset) unless the app folder (`<base>/lepton-app/`) has a `lepton-show-flatscreen` file (liblepton/app_metadata.sh) → Waydroid window on gamescope; agent v28 `set_flatscreen` at finalize for `vr_kind == "none"`. Android 11's navbar covered the
|
||||
app's controls → patch `device.hide_navbar` (default on for vr_kind none, migration `flat_hide_navbar`) exports
|
||||
@@ -492,7 +629,10 @@ shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lo
|
||||
auto-repair (`_add_then_play`) crashed (its job got a Job, not a reporter). Uploads resume on a transient OSError.
|
||||
Lepton's Android 11 has no clipboard service (134 services; checked with `podman exec … service check clipboard`):
|
||||
SDL/LÖVE apps crashed at start → `frame.sdl_clipboard` (`apk/dex.py`: in-place dex edit, nops one invoke, fixes
|
||||
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). 2D apps (vr_kind none)
|
||||
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). Godot 4.2-4.4 (Kotlin `as ClipboardManager`,
|
||||
GitHub #134 EndoparasiticVR) → `frame.godot_clipboard` (nops the `Intrinsics.checkNotNull` before that check-cast; Godot's
|
||||
clipboard methods return at once; analysis `godot_clipboard`, ANALYSIS_VERSION 10; checked on real godot-lib/templates
|
||||
4.2.2-4.4.1, not on the device; 4.1 and 4.5+ don't throw). 2D apps (vr_kind none)
|
||||
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
|
||||
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
|
||||
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
|
||||
@@ -505,7 +645,7 @@ recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Rob
|
||||
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
|
||||
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
|
||||
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
|
||||
`library.REFRESH_ON_UPDATE`); analysis fields added later still need a re-analysis. Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
`library.REFRESH_ON_UPDATE`). Analysis fields added later: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
|
||||
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
|
||||
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
|
||||
@@ -582,6 +722,8 @@ FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image t
|
||||
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
|
||||
shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
|
||||
bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
|
||||
**SteamVR overlay apps (agent v75, 2026-10-10):** host OpenVR overlays (VRApplication_Overlay) are composited over Lepton (Quest) games on the Frame (probe checker seen over 4XVR in the headset view, `native/vroverlay_probe`); Windows ones register through Proton's vrclient too (Temporal Reality's Windows build created its overlays; fpsVR never reaches OpenVR under Proton). Detection `analysis/vroverlay.py` (bundled `.vrmanifest` with `is_dashboard_overlay`, else OpenVR + IVROverlay + self-registration markers, engine Other; Rift fingerprint `RIFT_ANALYSIS`), patch `pcvr.vr_overlay` (param autostart), Linux entry fields `vr_overlay`/`vr_overlay_autostart` (game page switch); agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay` (IVRApplications via ctypes, live; manifest `<anchor>/frameport-overlay.vrmanifest`, the app's own key, binary = launch.sh). **SteamVR on the Frame reads only `binary_path_linux_arm`** (binary_path_linux alone is skipped). Overlay apps: no launch test, no Linux Steam-parent watchdog (`FRAMEPORT_OVERLAY`), not a "running game". A Steam overlay-app shortcut and a game shortcut run together. SteamVR's SetApplicationAutoLaunch didn't persist on the dev Frame (the watch never started by itself) → **agent v76: FramePort's own autostart**: the deployment's `overlay.autostart` is the source of truth; `ensure_host_fixes` (`ensure_overlay_service`) keeps the user service `frameport-vr-overlays.service` (`_vr_overlay_watch`, 5 s polls of the known vrserver's /proc stat) only while an overlay app has autostart on (register/unregister, uninstall, purge and the kill switch `~/.local/share/frameport/vr-overlays.disabled` / `FRAMEPORT_NO_OVERLAY_AUTOSTART` update it); a new vrserver (pid + start time, kept in `~/.cache/frameport-vr-overlays.json` across agent updates) → child `_vr_overlay_round`: wait for IVRApplications, 15 s grace, `launch_vr_overlay` for apps not running (folder process or GetApplicationProcessId); log `~/.local/share/frameport/vr-overlays.log`. Dev Frame: adopted the running vrserver, skipped the already running watch; a start after a real SteamVR start/boot is not yet seen. Details: docs/FRAME_RUNTIME.md "Overlay apps".
|
||||
**Lepton's logcat mirror dies (agent v67, 2026-10-09):** occasionally launch.log ends with `logcat: Unexpected EOF!` right after the game starts (about 1 launch in 50, Lepton 2.8.14 and 3.0.5): no dashboard auto-hide, no launch-test result. launch.sh's `_logcat_keeper` then reads `podman exec lepton-steamlaunch-<appid> logcat` itself into launch.log (up to 5 restarts while the game runs).
|
||||
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
|
||||
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
|
||||
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
|
||||
@@ -609,10 +751,133 @@ head-pose deadline ends VR mode without a worn headset (not a game bug).
|
||||
|
||||
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
|
||||
|
||||
**Cube swapchains (GitHub #107, 2026-10-09):** the Frame's runtime refuses `faceCount=6` swapchains (-2,
|
||||
XR_ERROR_RUNTIME_FAILURE); OVRPlugin ignores that ("CreateSwapchain for eye 0: 0x0, 0 stages") and crashes in
|
||||
ovrp_EndFrame4 (memset). FrameBridge `cube_standin` (default on, `native/adapter/cube_standin.c`) serves a refused cube
|
||||
swapchain as one GL cube-map texture in the app's context (GLES only) and drops its layers. Verified headless with
|
||||
Budget Cuts Ultimate (2048² sRGB, 12 mips; runs on at ~70 fps); what the cube layer showed is simply missing.
|
||||
**Hardware video decoding (PR #96, PR #128 by Lucas-Mathieu, adapted 2026-10-10, agent v71):** `native/hevc` = one
|
||||
OMX plugin `OMX.frameport.{avc,hevc,vp9}.decoder` (FFmpeg v4l2m2m on Iris /dev/video-dec0, FFmpeg software decoders as
|
||||
fallback inside the component, Vulkan copy for big native surfaces). The connection installs it once per Frame
|
||||
(`ensure_video_codec` → agent `video_codec_status`/`install_video_codec`: `~/.local/share/frameport/video-codec/versions/
|
||||
<manifest sha>` + `current` symlink). A Frame keeps the same or a newer `revision` (no flip-flop between PCs) → **bump
|
||||
`revision` in native/hevc/build.py with every artifact change**; a failed install isn't retried during the connection.
|
||||
Per game: only launchers of games whose recipe has `frame.hw_video_decode` (install stage, no APK change; suggested
|
||||
from analysis `media_codec`, ANALYSIS_VERSION 8; deployment.json `hw_video_decode`) get the codec line → the Podman
|
||||
wrapper (native/hevc/podman.py) mounts the plugin into that container (merged media_codecs.xml in
|
||||
$XDG_RUNTIME_DIR/frameport-video). Off for every game: Settings → Installing (library `video.hw_decode` → agent
|
||||
`video_codec_switch` = video-codec/disabled); one game: `FRAMEPORT_NO_HW_VIDEO=1 %command%`. `upgrade_launchers`
|
||||
converts agent ≤70 launchers (Batman's `<base>/frameport-codec` → keeps the line, folder then removed). Batman: catalog
|
||||
+ migration `batman_video_patches` (`frame.hw_video_decode` + hidden adapter setting `surface_native`). Iris: 8K
|
||||
refused (ENOMEM) while any other decoder session is open; SteamVR's vrlinkrunthread holds one ~12 s at game start →
|
||||
refused opens retry until 20 s after the plugin loaded (else 2 s), then software; VP9 7680x3840 never returned a
|
||||
picture → VP9 ≤4096x2304; hidden VP9 frames come back as empty capture buffers (bytesused 0, no LAST):
|
||||
FFmpeg's wrapper ended the EOS drain at the first one (two-pass VP9 lost its last ~25 frames) → build.py requeues
|
||||
them (codec revision 8; drain ends at LAST, or 1 s after a skipped empty buffer; dev Frame 2026-10-10: 600/600 =
|
||||
OMX.google.vp9 Y hashes). Rebuilds are deterministic (ext4 + NTFS path
|
||||
with spaces, two NDK copies → same; rev 8 141de01f…; PR #128's own sources → its 27a2d749…). Not yet run on the device.
|
||||
**Vulkan shader dump (GitHub #140, 2026-10-10):** adapter `vk_shader_dump=1` (Vulkan shim, `native/vkshim/shader_dump.h`;
|
||||
applies where vk_sanitize can: Unreal/Other arm64) writes each distinct SPIR-V module once to
|
||||
`files/fp_vk_shaders/<size>_<sha256>.spv` (tmp + rename) and one `index.txt` line per vkCreateShaderModule (`<seq> <ms>
|
||||
<unix ms> <name> new|known|again|failed`, O_APPEND) to find the module behind a GPU hang. Agent v72 `collect_diag`
|
||||
returns `shaders` (newest modules of fp_vk_shaders + fp_spirv, ≤4 MB each, base64) → bundle
|
||||
`games/<pkg>/target/shaders/`. Triage `gpu-hang` suggests both dumps; `triage.graphics_api` (FrameBridge's
|
||||
xrCreateSwapchain formats: <0x1000 Vulkan, else GL) keeps only the session's API's (`API_ONLY`). Host-tested only.
|
||||
Agent v74: a reporter's hang came ~10 s after the last new module, so the culprit wasn't among the newest written →
|
||||
with an index naming modules, `shader_dumps` sends every module of the index's **newest session** (after the last
|
||||
`# start`), deduplicated, last used first, each ≤4 MB, ≤30 MB in all (`session` = how many it names) + that session's
|
||||
index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (~40 MB base64) over the SSH channel
|
||||
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
|
||||
cutting logs, to stay under the 24 MB zip limit.
|
||||
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
|
||||
**Vivox API 31 (GitHub #101, 2026-10-09):** newer Vivox builds (Green Hell VR) call Android 12 AudioManager
|
||||
communication-device methods from `com.vivox.sdk.AudioChangeListener` with no SDK check → NoSuchMethodError on Lepton's
|
||||
Android 11. `frame.vivox_audio_route` (analysis `vivox_api31`, ANALYSIS_VERSION 4) makes every such method return at
|
||||
once (`Dex.return_early`: return-void / `const/4 v0,0; return v0`; nopping the invoke would leave a move-result the
|
||||
verifier rejects). Older Vivox (Eleven Table Tennis, BattleSisters) lacks that code and isn't matched. Verified
|
||||
headless: Vivox initialises, 150 s at ~65-70 fps.
|
||||
**Steam Input gamepad for 2D apps (GitHub #162, agent v72, 2026-10-10):** Lepton's Android only has the Wayland seat's `wayland_touch/keyboard/pointer`. Steam makes its virtual pad (uinput, `/devices/virtual/input`, 28de:11ff, "Microsoft X-Box 360 pad N", ACL for steamos) only while the Frame's controllers are on (controller.txt "Steam Controller reserving XInput slot 0"; gone when they sleep), also with no game running; steamos-manager's 28de:0000 keys device isn't a pad (no BTN_SOUTH). Lepton's container root (system_server too) = steamos (`keep-id:uid=0`), so a bind-mounted `/dev/input/eventN` opens. Opt-in `device.steam_gamepad` (vr_kind none; suggested for `android.hardware.gamepad`/`LEANBACK_LAUNCHER`, analysis `gamepad`, ANALYSIS_VERSION 9): deployment.json `steam_gamepad` → launcher `GAMEPAD_LINE` (after the codec line: exports FRAMEPORT_GAMEPAD + LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD, puts `agent/bin` first on PATH) → `PODMAN_WRAPPER` (written by ensure_host_fixes; non-`run` calls go straight on; `run` imports the agent's `podman_run_args`; hands on to the next Podman after its own PATH entry with itself removed from PATH, so it chains to the codec wrapper either way round) adds the pads + `Vendor_28de_Product_<pid>.kl` (Xbox 360 layout). Verified headless with a uinput stand-in pad (Stremio's container: EventHub `classes=0x80000141`, our key layout, KeyEvent BUTTON_A dispatched); with Steam's real pad and a game: not yet. Pads made after the start aren't seen until the next one.
|
||||
**Multiview programs on flat framebuffers (GitHub #77, Doom3Quest, 2026-10-09, prototype):** Mesa enforces OVR_multiview's
|
||||
"program num_views == draw framebuffer views" rule (`draw_validate.c`, the draw is dropped silently); Qualcomm doesn't.
|
||||
Doom3Quest compiles every VS with `layout(num_views=2) in;` and draws its HUD/PDA into 2D-texture FBOs → black. Opt-in
|
||||
`frame.gl_multiview_fbo` (analysis `gl_multiview_libs`, ANALYSIS_VERSION 6; own-engine GLES only): `native/glmv` =
|
||||
`libfpglmv.so` (12 chars = "libGLESv3.so": libdoom3.so's one `.rodata` dlopen string is rewritten in place, its qgl*
|
||||
table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/egl* imports). Such draws use a lazily
|
||||
built single-view twin (view 0, uniforms copied per draw); eglMakeCurrent resets the per-thread cache. Host-tested only
|
||||
(rewriter on all 19 Doom3Quest shaders + glmv.c against a stand-in GL, `tests/test_gl_multiview_fbo.py`); the host's
|
||||
Mesa 23.2 llvmpipe has no OVR_multiview. Headset-verified by Xandrix1987 (2026-10-09: HUD/PDA shown, no fps drop) -> in the Doom3Quest catalog recipe.
|
||||
**BlazeRush (GitHub #57, Klownicle's verified guide, 2026-10-10; FramePort's version headless-tested only):**
|
||||
`frame.blazerush` (1.0.349 only: exec-segment SHA + every word checked, offsets from PT_LOAD) NOPs the avatar-readiness
|
||||
wait (0x4b2dbc), RETs the avatar renderer (0x4b2adc), renames `cache/shader_cache` → `cache/br_shader_v1`. GL shim
|
||||
(now also exports glShaderSource/glLinkProgram/glProgramBinary/glDeleteProgram/glDraw*: pass-through unless a setting
|
||||
is on) `gl_int_attribs` (integer inputs fed via glVertexAttribPointer re-set with glVertexAttribIPointer per draw,
|
||||
reflection cached per EGL context + program, dropped on link/binary/delete) and `gl_highp_markers` (vertex shaders with
|
||||
every '|' marker: mediump→highp except on in/out/uniform lines); host test `tests/test_blazerush.py` with a stand-in
|
||||
GL. FOV: the game reads VrApi props 7/8 right after vrapi_Initialize (no session; the Frame has no
|
||||
XR_EPIC_view_configuration_fov) → the bridge saves the live FOV (also located before tracking, headless: 118.87×120.04
|
||||
on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at the next start (log `FOV properties: …
|
||||
(saved by an earlier session)`). `device.config_sync` (catalog field `config_sync`, agent v78): user_config.xml
|
||||
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
|
||||
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
|
||||
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
|
||||
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline.
|
||||
**Session triage (agent v70, 2026-10-09):** launch tests never reach FOCUSED, so real play sessions are triaged
|
||||
too. list_installed gives each game `last_play` {start, end, test} from `<anchor>/plays.log` (launch tests write a
|
||||
`test <unix>` line first → test sessions are only marked); `session_log` returns the newest session's launch.log
|
||||
(`<base>/session.log`, ≤4 MB: head + tail + FrameBridge/crash lines between) + that session's logcat-crash.log +
|
||||
`journalctl -k` GPU lines ("kernel: …"). The GUI's connection refresh (`app._check_sessions` → `pipeline.sessions_due`,
|
||||
background thread; sessions >7 days old are skipped) runs `pipeline.triage_session` = `validate/session.analyze`
|
||||
(triage.yaml signatures incl. `space-warp-used` (info, `question:`, never auto-applied), `gpu-hang` (`report: true`)
|
||||
+ computed `slow-frames` (pacing windows vs the nearest refresh rate) and `focus-dips` (FrameBridge always logs
|
||||
`focus: lost` / `focus: back after N ms`, session_fixes.c)) → library `last_session` / `last_session_checked` → game
|
||||
page "Last session" callout (Try this fix / Rebuild with this fix / Yes-No question / Report / Dismiss). Suggestions may
|
||||
be values (`adapter.scale=0.85`, `triage.split_suggestion`); adapter-only fixes are pushed live (`apply_suggestions_live`
|
||||
→ agent set_settings, like the Game settings dialog). CLI `frameport session <pkg> [--apply]`. PC VR (Proton) launchers
|
||||
log no session end, so they aren't triaged yet. pac_hints stays triage-only: a survey of all 68 dump APKs found unpaired
|
||||
PAC hints in 21 libraries of 18 games (OpenSSL's 38/40 in most UE4 libUE4.so and libEOSSDK.so, UE5 libUnreal.so ~400
|
||||
vs +2-3, libass, libopencv, …), most of them games that work, so default-on would rewrite many working builds.
|
||||
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
|
||||
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
|
||||
crash): use PC versions.
|
||||
|
||||
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
|
||||
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
|
||||
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
|
||||
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
|
||||
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
|
||||
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
|
||||
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
|
||||
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
|
||||
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
|
||||
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
|
||||
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
|
||||
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
|
||||
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
|
||||
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
|
||||
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
|
||||
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
|
||||
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
|
||||
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
|
||||
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
|
||||
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
|
||||
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
|
||||
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
|
||||
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
|
||||
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
|
||||
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
|
||||
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
|
||||
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
|
||||
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
|
||||
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
|
||||
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
|
||||
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
|
||||
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
|
||||
1280x7000`; Flutter's popup menu ignores Escape).
|
||||
Demo link: the homepage's example button = `deeplink.DEMO_MANIFEST` (https://frameport.app/demo/cool-game.json, published
|
||||
from site/public/demo/); every form (https button page, frameport://, framedrop://, pasted) → `InstallRequest.demo`,
|
||||
no network (fetch_manifest returns `demo_manifest()`, download refuses), `link_dialog.show_demo` (Install =
|
||||
`easter.demo_install`: Cool Game's cover out of the portal; eggs off → "Nice, it works!"), CLI just says so.
|
||||
|
||||
## Releases, CI, GitHub
|
||||
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
|
||||
Public repo `github.com/spoopyghosty0/frameport` (branch `main`). Push a `v*` tag → CI (`.github/workflows/build.yml`)
|
||||
@@ -702,5 +967,7 @@ the unresolved eye distortion, and testing the release bundles on real Windows/m
|
||||
fallback (`core/cache.py`). Don't hardcode what can be discovered (e.g. Lepton path via appmanifests).
|
||||
- Keep APK edits minimal and byte-stable (parity depends on it). Every new fix: a patch module + a triage signature +
|
||||
a PLAYBOOK row + a unit test.
|
||||
- New or changed patch, game setting, catalog recipe or triage signature → run `python scripts/patch_docs.py`
|
||||
(regenerates docs/PATCHES.md + site/src/data/patches.json, the site's id → anchor map; a test runs `--check`).
|
||||
- Known-good backups of every working APK and the signing keys: `PATCHED/_known-good-2026-09-28/` (don't delete).
|
||||
- Your development Frame: `frameport frame info` (remembered in `<user data>/frames.json`); SSH as `steamos@<frame>`.
|
||||
@@ -7,117 +7,127 @@
|
||||

|
||||

|
||||
|
||||
Install games that target the Meta Quest, Android, or general PCVR onto your **Valve Steam Frame**. FramePort handles everything from uploading game files, setting up your Frame, injecting compatibility patches, and adding shortcuts to your Steam library. FramePort aims to be as simple as possible by taking advantage of the fact that the Steam Frame runs on Linux.
|
||||
Install Quest games, Android apps, Linux apps and PC VR games on the **Valve Steam Frame**. FramePort sets up the
|
||||
Frame, patches each game so it runs there, uploads it and adds it to your Steam library with artwork.
|
||||
|
||||

|
||||
[](docs/media/frameport-tour.mp4)
|
||||
|
||||
> **Notice:** FramePort explicitly does NOT download, share, or unlock games. You must provide legally obtained game
|
||||
> executables. Core features of FramePort simply download and wrap other published tools (see [Built on](#built-on))
|
||||
> with patches provided by FramePort adding a hardware compatibility layer. This enables users to use games/apps legally
|
||||
> purchased on sites like [SideQuest](https://sidequestvr.com/).
|
||||
▶ [Watch the full tour](docs/media/frameport-tour.mp4) · New to FramePort? [Watch the install tutorial](docs/media/frameport-install.mp4)
|
||||
(about 90 seconds each)
|
||||
|
||||
> **Notice:** FramePort doesn't download, share or unlock games. Use games you got legally, for example from
|
||||
> [SideQuest](https://sidequestvr.com/). FramePort downloads published open-source tools (see [Built on](#built-on))
|
||||
> and adds its own patches so games run on the Frame.
|
||||
>
|
||||
> Not every game runs on the Frame: recipes are tested by the community, and some games need Meta's services or
|
||||
> hardware the Frame lacks.
|
||||
|
||||
## Features
|
||||
|
||||
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
|
||||
[What it changes](docs/FRAME_SETUP.md).
|
||||
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
|
||||
[More](#type-on-frame).
|
||||
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test. Artwork that can't be found automatically can be picked from the stores or replaced with your own images.
|
||||
- **Per-game recipes:** a tested catalog plus detection rules; every patch explained in plain words.
|
||||
- **FrameBridge:** FramePort's OpenXR adapter emulates what the Frame natively lacks (passthrough, room, controller models,
|
||||
curved and 360° layers); game settings as simple switches.
|
||||
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
|
||||
tab with drag and drop.
|
||||
- **Linux apps:** install arm64 Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
|
||||
shortcut; they run natively on SteamOS.
|
||||
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
|
||||
view them and download them to your computer.
|
||||
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
|
||||
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
|
||||

|
||||
|
||||
## Quick start
|
||||
- **Easy setup:** one line in the Frame's terminal. No root, no password. [What it changes](docs/FRAME_SETUP.md).
|
||||
- **One click per game:** patch, upload, add to Steam with artwork and test that it starts.
|
||||
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
|
||||
plain words.
|
||||
- **Game settings:** sharpness, refresh rate, controllers, 360° video and mixed reality as simple switches.
|
||||
- **More than Quest games:** Android apps in a window, Linux apps, PC VR games and Windows programs.
|
||||
- **Install links:** "Install with FramePort" buttons on websites ([frameport.app](https://frameport.app) links) open
|
||||
in FramePort.
|
||||
- **Your Frame from your PC:** Type on Frame (your keyboard on the Frame), Files, Screenshots, Live view (what the
|
||||
headset shows, in your browser) and Monitor (frame rate, temperatures, battery, processes).
|
||||
- **Updates itself**, and reports problems without personal data.
|
||||
|
||||
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) and unzip the build for Windows, macOS
|
||||
(Apple Silicon) or Linux, then start FramePort.
|
||||
2. **Connect the Frame** (once):
|
||||
1. In FramePort click **Steam Frame → Show setup command**. Keep FramePort open; the Frame and your computer must
|
||||
be on the same Wi-Fi.
|
||||
2. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual
|
||||
screen.
|
||||
3. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
|
||||
4. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
|
||||
**Enter**. This will run the following [bash setup script](bootstrap/bootstrap.sh).
|
||||
5. After a few seconds the desktop closes by itself (Steam restarts once); that's expected. If
|
||||
Steam asks to install **Lepton**, confirm it. FramePort shows the Frame as connected within a minute. No
|
||||
password needed.
|
||||
3. **Add games → Scan a folder** with your game backups (APK + OBB, or PC VR game folders).
|
||||
4. Open a game → **Install on Frame**, then play it from the Frame's Steam library.
|
||||
Details for each: [Install and first steps](docs/INSTALL.md).
|
||||
|
||||
Full guide, firewalls and troubleshooting: [docs/INSTALL.md](docs/INSTALL.md). Questions (e.g. how to lay out games
|
||||
with OBB files): [docs/FAQ.md](docs/FAQ.md).
|
||||
|
||||
## Type on Frame
|
||||
|
||||
Typing in VR is painful, so FramePort turns your computer's keyboard into a keyboard for the Frame. Open **Type on
|
||||
Frame** (keyboard icon on the sidebar's Frame card, the Steam Frame page, or a game's menu), select a text field in
|
||||
the headset and type: searches, logins, chat, in any app, in Steam or on the desktop. Paste longer text to type it in
|
||||
one go. Nothing to install: FramePort adds a virtual keyboard on the Frame while the window is open, without root.
|
||||
|
||||

|
||||
|
||||
Unity apps whose text fields close the moment you select them on the Frame (no system keyboard there) get a per-game
|
||||
fix, so Steam's on-screen keyboard and Type on Frame work in them too.
|
||||
[Details](docs/INSTALL.md#typing-on-the-frame).
|
||||
|
||||
## Screenshots
|
||||
|
||||
Screenshots you take in the headset show up in FramePort's **Screenshots** tab, grouped by day and matched to the game
|
||||
you were playing. Open one full size, step through them, and download single shots, a selection or all of them to
|
||||
your computer.
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
## Quick start
|
||||
|
||||
## Live view
|
||||
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) the build for Windows, macOS (Apple
|
||||
Silicon) or Linux, unpack it and start FramePort.
|
||||
2. In FramePort click **Steam Frame → Start setup**. The Frame and your PC must be on the same Wi-Fi (or use a USB
|
||||
cable).
|
||||
3. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**, then the app menu → **System →
|
||||
Konsole**, and run:
|
||||
|
||||
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
|
||||
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
|
||||
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
|
||||
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
|
||||
while the headset sleeps.
|
||||
```
|
||||
curl -fsSL https://frameport.app/s | bash
|
||||
```
|
||||
|
||||
4. Click **Allow** in FramePort when it shows the same 4-digit code as the Frame. Steam restarts once; if it asks to
|
||||
install **Lepton** (Valve's Android runtime), confirm it.
|
||||
5. **Add games → Scan a folder…** with your games, open one and click **Install on Frame**. Play it from the Frame's
|
||||
Steam library.
|
||||
|
||||
Full guide, firewalls and troubleshooting: [Install and first steps](docs/INSTALL.md). How to lay out game folders:
|
||||
[FAQ](docs/FAQ.md).
|
||||
|
||||
## Compatibility
|
||||
|
||||
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
|
||||
will attempt to guess key patches. If you find a new config that works for an app you are testing, please consider submitting it to the community!
|
||||
Tested games use their recipe (the patches and settings that work for them) automatically; for other games FramePort
|
||||
suggests patches. See the [list of tested games](docs/GAMES.md). Got a game working? Share its recipe from the game's
|
||||
**…** menu: [how](docs/INSTALL.md#share-a-recipe-or-report-a-problem).
|
||||
|
||||
**[List of tested games](docs/GAMES.md)**
|
||||
## Compared with other tools
|
||||
|
||||
**Tested something? Share it.** In FramePort open the game → **…** → **Share working config…** (it fills in the
|
||||
recipe for you) or **Report a problem…** (attaches a diagnostics zip with personal data removed). Without the app:
|
||||
[share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) · [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml). Shared configs become built-in recipes for everyone.
|
||||
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
|
||||
|
||||
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
|
||||
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
|
||||
games. The others install the game unchanged.
|
||||
- **Windows, macOS and Linux.** FrameDrop is for Windows.
|
||||
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
|
||||
|
||||
<details>
|
||||
<summary>All differences</summary>
|
||||
|
||||
| | **FramePort** | **FrameDrop** | **By hand with Valve's tools** |
|
||||
|---|---|---|---|
|
||||
| Cost and source code | Free, open source (GPL-3.0) | Free (donationware), source not published | Free, from Valve |
|
||||
| Runs on | Windows, macOS, Linux | Windows | Depends on the tool |
|
||||
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
|
||||
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
|
||||
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
|
||||
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
|
||||
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: <title>"; not with adb |
|
||||
| Android apps, Linux apps, Windows programs | All three; Proton (runs Windows programs) is installed for you | All three; install Proton first | Yes; 2D Android apps need an extra file |
|
||||
| PC VR games | On your PC; some also on the Frame | Not supported | Not supported |
|
||||
| "Install with …" buttons on websites | Yes ([frameport.app](https://frameport.app) links) | Its own | No |
|
||||
| A game doesn't start | A launch test reads the logs and suggests a patch | A log viewer | No help |
|
||||
| Use the Frame from your PC | Live view, Monitor, Files, Screenshots, Type on Frame | Not stated | No |
|
||||
|
||||
</details>
|
||||
|
||||
Other tools as described on their own pages, checked 2026-10-09:
|
||||
[FrameDrop about](https://framedropvr.com/about) · [how-to](https://framedropvr.com/how-to) ·
|
||||
[Valve: loading games on Steam Frame](https://partner.steamgames.com/doc/steamhardware/steamframe/loadgames).
|
||||
Out of date? [Report a problem](https://github.com/spoopyghosty0/frameport/issues/new).
|
||||
|
||||
## Built on
|
||||
|
||||
Most of the work is done by these projects:
|
||||
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
|
||||
[ovrport/app](https://github.com/ovrport/app)) · Valve Lepton, Proton and SteamVR ·
|
||||
[Revive](https://github.com/LibreVR/Revive) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
|
||||
· Eclipse Temurin, Android apksigner and NDK · [Flet](https://flet.dev) · OculusDB and Steam store data.
|
||||
What FramePort adds itself: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
|
||||
What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
|
||||
|
||||
## Documentation
|
||||
|
||||
| | |
|
||||
|---|---|
|
||||
| [INSTALL.md](docs/INSTALL.md) | Install, connect, update, PC VR, files, problem reports |
|
||||
| [FRAME_SETUP.md](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
|
||||
| [COMPATIBILITY.md](docs/COMPATIBILITY.md) | What runs and how well |
|
||||
| [GAMES.md](docs/GAMES.md) | Tested games and how well they run |
|
||||
| [PLAYBOOK.md](docs/PLAYBOOK.md) | Symptoms and fixes per game |
|
||||
| [FRAME_RUNTIME.md](docs/FRAME_RUNTIME.md) | Steam Frame runtime facts |
|
||||
| [ARCHITECTURE.md](docs/ARCHITECTURE.md) | How the code is organised |
|
||||
| [CONTRIBUTING.md](CONTRIBUTING.md) | Code, recipes, translations |
|
||||
| [Install and first steps](docs/INSTALL.md) | Install, connect, update, PC VR games, files, problem reports |
|
||||
| [What the setup changes](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
|
||||
| [Compatibility](docs/COMPATIBILITY.md) | What runs and how well |
|
||||
| [Tested games](docs/GAMES.md) | Tested games and how well they run |
|
||||
| [FAQ](docs/FAQ.md) | Game folders and common questions |
|
||||
| [Porting playbook](docs/PLAYBOOK.md) | Symptoms and fixes per game |
|
||||
| [Steam Frame runtime reference](docs/FRAME_RUNTIME.md) | Facts about the Frame's runtime |
|
||||
| [Architecture](docs/ARCHITECTURE.md) | How the code is organized |
|
||||
| [Contributing](CONTRIBUTING.md) | Code, recipes, translations |
|
||||
|
||||
## Development
|
||||
|
||||
@@ -128,8 +138,9 @@ uv run frameport --help # command line
|
||||
uv run pytest # tests
|
||||
```
|
||||
|
||||
## AI Usage Notice
|
||||
While I would like to program everything manually, I no longer have much free time for personal projects. As a result I make use of AI tools to make it significantly quicker to debug compatibility issues.
|
||||
## AI usage
|
||||
|
||||
I don't have much free time for this project, so I use AI tools to debug compatibility problems faster.
|
||||
|
||||
## License
|
||||
|
||||
|
||||
@@ -11,6 +11,8 @@ FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the followin
|
||||
| Android NDK runtime (statically linked libc++) | native Android libraries | Apache-2.0 with LLVM exception, plus legacy notices (`native/vrapi-bridge/licenses/ANDROID-NDK.txt`) |
|
||||
| Flet and Flutter (desktop app runtime) | release bundles | Apache-2.0 / BSD-3-Clause |
|
||||
| flet-dropzone / desktop_drop (drag-and-drop) | release bundles | Apache-2.0 / MIT |
|
||||
| FFmpeg 7.1.1 hardware HEVC wrapper (LGPL configuration, without GPL/nonfree components) | `artifacts/hevc/libstagefrighthw.so`; source/rebuild instructions in `native/hevc/build.py` and `native/hevc/README.md` | LGPL-2.1-or-later (`artifacts/hevc/COPYING.FFmpeg`); unmodified source: https://ffmpeg.org/releases/ffmpeg-7.1.1.tar.xz |
|
||||
| AOSP Android 11 native media/utility headers | `native/hevc/platform/` | Apache-2.0; copyright/license notices retained in the headers |
|
||||
| Python packages (paramiko, zeroconf, psutil, pyelftools, capstone, UnityPy, PyYAML, requests, typer, pyaxmlparser, Pillow, cryptography, …) | release bundles | their own licenses (see each package's metadata) |
|
||||
|
||||
FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, the Windows helpers) is GPL-3.0-only.
|
||||
|
||||
+3599
-58
File diff suppressed because it is too large.
Load diff
+15
-7
@@ -1,16 +1,24 @@
|
||||
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
|
||||
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
|
||||
98a99cefe93079268d9158b23fa8ad5c7ade8e54c0d31526892635625eb3ef04 ./arm64-v8a/libfp_ovrp.so
|
||||
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
|
||||
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
|
||||
7522a7cfb236e48d3442d418c4820cd37760a9627c6bdef80fb0df82df5fd826 ./arm64-v8a/libfp_vk.so
|
||||
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
06c8a17b37cb1513fdfeba87ece457a02097bb22dd0a3a3a8719fb8fea16b52a ./arm64-v8a/libframe_xrshim.so
|
||||
9f5ba793d1804728394a8fe9e83028e13f1bc939b558892e7beb5c3662317259 ./arm64-v8a/libglshim.so
|
||||
d7709fe953a3170467ec0c53e6b715833014512fbd8d91803a9cb2aecf0961ad ./arm64-v8a/libopenxr_loader_generic.so
|
||||
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
|
||||
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
|
||||
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
|
||||
449e13bbe58de6718d4e530177924e09552a95d748a082739899144e2cb3ccf3 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
aa4dc0020c77e12d41ef6ce80b23ad90c9cb7e882338eddf2261efe8645cf38d ./arm64-v8a/libvrapi.so
|
||||
f994e6bc9ae32ab7ad17ffc992e10dce19289bed44d577b5ac08d7e99eb0174d ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
1d83eb94ec1df44f29a5f525dce4d5b608dbbb13a9c7a5efeb80a4b1dc54a721 ./arm64-v8a/libvrapi.so
|
||||
47f736dfeffce6aa56be2fc049c2d11b87b0d1f7389db7ee1737fcded9457811 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
|
||||
b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe ./hevc/COPYING.FFmpeg
|
||||
141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c ./hevc/libstagefrighthw.so
|
||||
4516971bbb2b635e19b14d2d37b9353962876f7de02043e7457327052c1fcbc0 ./hevc/manifest.json
|
||||
46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405 ./hevc/media_codecs_frameport.xml
|
||||
529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca ./hevc/podman.py.txt
|
||||
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
|
||||
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
|
||||
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
|
||||
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
|
||||
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,502 @@
|
||||
GNU LESSER GENERAL PUBLIC LICENSE
|
||||
Version 2.1, February 1999
|
||||
|
||||
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
[This is the first released version of the Lesser GPL. It also counts
|
||||
as the successor of the GNU Library Public License, version 2, hence
|
||||
the version number 2.1.]
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
Licenses are intended to guarantee your freedom to share and change
|
||||
free software--to make sure the software is free for all its users.
|
||||
|
||||
This license, the Lesser General Public License, applies to some
|
||||
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|
||||
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
|
||||
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
|
||||
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
|
||||
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
|
||||
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
|
||||
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
|
||||
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
|
||||
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
|
||||
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Libraries
|
||||
|
||||
If you develop a new library, and you want it to be of the greatest
|
||||
possible use to the public, we recommend making it free software that
|
||||
everyone can redistribute and change. You can do so by permitting
|
||||
redistribution under these terms (or, alternatively, under the terms of the
|
||||
ordinary General Public License).
|
||||
|
||||
To apply these terms, attach the following notices to the library. It is
|
||||
safest to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the library's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This library is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU Lesser General Public
|
||||
License as published by the Free Software Foundation; either
|
||||
version 2.1 of the License, or (at your option) any later version.
|
||||
|
||||
This library is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public
|
||||
License along with this library; if not, write to the Free Software
|
||||
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the library, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the
|
||||
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1990
|
||||
Ty Coon, President of Vice
|
||||
|
||||
That's all there is to it!
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
{
|
||||
"revision": 8,
|
||||
"runtime_sha256": "456e912c75cd389abcf6a63bc80e2a53bdc334371d00b200c93680388ae955e2",
|
||||
"files": {
|
||||
"libstagefrighthw.so": "141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c",
|
||||
"podman.py": "529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca",
|
||||
"media_codecs_frameport.xml": "46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405",
|
||||
"COPYING.FFmpeg": "b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe"
|
||||
},
|
||||
"codecs": [
|
||||
"video/hevc",
|
||||
"video/avc",
|
||||
"video/x-vnd.on2.vp9"
|
||||
],
|
||||
"build": {
|
||||
"ndk_revision": "27.2.12479018",
|
||||
"ffmpeg_source_sha256": "733984395e0dbbe5c046abda2dc49a5544e7e0e1e2366bba849222ae9e3a03b1"
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,32 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<MediaCodecs>
|
||||
<Decoders>
|
||||
<MediaCodec name="OMX.frameport.hevc.decoder" type="video/hevc" rank="64">
|
||||
<Limit name="size" min="128x128" max="8192x8192" />
|
||||
<Limit name="alignment" value="2x2" />
|
||||
<Limit name="block-size" value="16x16" />
|
||||
<Limit name="block-count" range="1-138240" />
|
||||
<Limit name="blocks-per-second" range="1-7864320" />
|
||||
<Limit name="bitrate" range="1-245000000" />
|
||||
<Limit name="concurrent-instances" max="1" />
|
||||
</MediaCodec>
|
||||
<MediaCodec name="OMX.frameport.avc.decoder" type="video/avc" rank="64">
|
||||
<Limit name="size" min="128x128" max="8192x8192" />
|
||||
<Limit name="alignment" value="2x2" />
|
||||
<Limit name="block-size" value="16x16" />
|
||||
<Limit name="block-count" range="1-138240" />
|
||||
<Limit name="blocks-per-second" range="1-7864320" />
|
||||
<Limit name="bitrate" range="1-245000000" />
|
||||
<Limit name="concurrent-instances" max="1" />
|
||||
</MediaCodec>
|
||||
<MediaCodec name="OMX.frameport.vp9.decoder" type="video/x-vnd.on2.vp9" rank="64">
|
||||
<Limit name="size" min="128x128" max="4096x2304" />
|
||||
<Limit name="alignment" value="2x2" />
|
||||
<Limit name="block-size" value="16x16" />
|
||||
<Limit name="block-count" range="1-36864" />
|
||||
<Limit name="blocks-per-second" range="1-2211840" />
|
||||
<Limit name="bitrate" range="1-245000000" />
|
||||
<Limit name="concurrent-instances" max="1" />
|
||||
</MediaCodec>
|
||||
</Decoders>
|
||||
</MediaCodecs>
|
||||
@@ -0,0 +1,146 @@
|
||||
#!/usr/bin/python3
|
||||
"""Add shared codecs to Lepton containers without editing their shared rootfs."""
|
||||
import hashlib
|
||||
import json
|
||||
import os
|
||||
import re
|
||||
import shutil
|
||||
import sys
|
||||
from pathlib import Path
|
||||
from xml.etree import ElementTree as ET
|
||||
|
||||
|
||||
def mounts(directory, config, args):
|
||||
if not args or args[0] != "run":
|
||||
return []
|
||||
name = None
|
||||
for i, arg in enumerate(args):
|
||||
if arg == "--name" and i + 1 < len(args):
|
||||
name = args[i + 1]
|
||||
elif arg.startswith("--name="):
|
||||
name = arg.partition("=")[2]
|
||||
if config.get("scope") == "shared":
|
||||
# The common launcher supplies these values. Do not intercept arbitrary
|
||||
# Podman containers or depend on a game's package/modified APK.
|
||||
appid = os.environ.get("SteamAppId", "")
|
||||
if not re.fullmatch(r"[0-9]+", appid) or name != f"lepton-steamlaunch-{appid}":
|
||||
return []
|
||||
app = Path(os.environ.get("STEAM_COMPAT_INSTALL_PATH", ""))
|
||||
if app.name != "lepton-app" or not app.is_dir():
|
||||
return []
|
||||
root_arg = None
|
||||
for i, arg in enumerate(args):
|
||||
if arg == "--rootfs" and i + 1 < len(args):
|
||||
root_arg = args[i + 1]
|
||||
elif arg.startswith("--rootfs="):
|
||||
root_arg = arg.partition("=")[2]
|
||||
if not root_arg or not root_arg.endswith(":O"):
|
||||
return []
|
||||
root = Path(root_arg[:-2]).resolve()
|
||||
else: # old per-game deployments remain compatible during migration
|
||||
if name != f"lepton-steamlaunch-{config['appid']}":
|
||||
return []
|
||||
root = Path(config["lepton"]).resolve().parent / "images" / "rootfs"
|
||||
expected_root = str(root) + ":O"
|
||||
if not any(arg in (expected_root, "--rootfs=" + expected_root) for arg in args):
|
||||
return []
|
||||
device = Path("/dev/video-dec0")
|
||||
runtime = root / "vendor/lib64/libstagefright_softomx.so"
|
||||
upstream_plugin = (root / "vendor/lib64/libstagefrighthw.so").exists()
|
||||
for i, arg in enumerate(args):
|
||||
if arg == "--mount" and i + 1 < len(args):
|
||||
fields = dict(item.split("=", 1) for item in args[i + 1].split(",") if "=" in item)
|
||||
target = fields.get("destination", fields.get("target"))
|
||||
if target == "/vendor/lib64/libstagefrighthw.so":
|
||||
upstream_plugin = True
|
||||
if target == "/vendor/lib64/libstagefright_softomx.so" and fields.get("source"):
|
||||
runtime = Path(fields["source"])
|
||||
if upstream_plugin:
|
||||
print("FramePort video: using the runtime's hardware codec plugin", file=sys.stderr)
|
||||
return []
|
||||
if not device.exists() or hashlib.sha256(runtime.read_bytes()).hexdigest() != config["runtime_sha256"]:
|
||||
print("FramePort video: device or runtime ABI differs; retaining the stock codecs", file=sys.stderr)
|
||||
return []
|
||||
xml = ET.parse(root / "vendor/etc/media_codecs.xml")
|
||||
if not any(node.get("href") == "media_codecs_frameport.xml" for node in xml.getroot().findall("Include")):
|
||||
ET.SubElement(xml.getroot(), "Include", href="media_codecs_frameport.xml")
|
||||
# Immutable plugin versions can serve simultaneous app launches and
|
||||
# different Lepton installations. Never share a temporary XML filename.
|
||||
# The version directory stays as the agent verified it: the merged list goes to the user's runtime dir.
|
||||
root_key = hashlib.sha256(str(root).encode()).hexdigest()[:16]
|
||||
merged = merged_dir() / f"media_codecs.{root_key}.xml"
|
||||
temporary = merged.with_suffix(f".{os.getpid()}.tmp")
|
||||
xml.write(temporary, encoding="utf-8", xml_declaration=True)
|
||||
temporary.replace(merged)
|
||||
# Lepton supplies its own /dev tmpfs. A Podman --device node disappears
|
||||
# beneath it; a bind mount matches Lepton's existing GPU/sound device setup.
|
||||
result = ["--mount", f"type=bind,source={device},destination=/dev/video-dec0,rw"]
|
||||
for path, target in (
|
||||
(directory / "libstagefrighthw.so", "/vendor/lib64/libstagefrighthw.so"),
|
||||
(merged, "/vendor/etc/media_codecs.xml"),
|
||||
(directory / "media_codecs_frameport.xml", "/vendor/etc/media_codecs_frameport.xml"),
|
||||
):
|
||||
if not path.is_file():
|
||||
raise FileNotFoundError(f"missing video codec mount: {path}")
|
||||
result += ["--mount", f"type=bind,source={path},destination={target},ro"]
|
||||
print("FramePort video: loading the Iris hardware codec plugin for this container", file=sys.stderr)
|
||||
return result
|
||||
|
||||
|
||||
def merged_dir():
|
||||
runtime = os.environ.get("XDG_RUNTIME_DIR", "")
|
||||
base = Path(runtime) if runtime and Path(runtime).is_dir() else Path.home() / ".cache"
|
||||
path = base / "frameport-video"
|
||||
path.mkdir(mode=0o700, parents=True, exist_ok=True)
|
||||
return path
|
||||
|
||||
|
||||
def switched_off(directory):
|
||||
"""FRAMEPORT_NO_HW_VIDEO=1 (e.g. in a game's Steam launch options) or the Frame-wide switch (FramePort's
|
||||
setting; the agent writes video-codec/disabled) leave every container with Android's stock codecs."""
|
||||
if os.environ.get("FRAMEPORT_NO_HW_VIDEO", "") not in ("", "0"):
|
||||
return True
|
||||
return directory.parent.name == "versions" and (directory.parent.parent / "disabled").exists()
|
||||
|
||||
|
||||
def real_podman(directory):
|
||||
"""Find Podman independently of deployment.json, without recursing into this wrapper."""
|
||||
own_bin = (directory / "bin").resolve()
|
||||
own_script = Path(__file__).resolve()
|
||||
# Lepton runs its `podman exec` calls (boot wait, app pid, logcat mirror) with the Android guest's PATH
|
||||
# (/product/bin:/system/bin:...), which has no host Podman: the system folders come after PATH. Failing there
|
||||
# broke Lepton's logcat mirror and app-pid checks, and the container was stopped early.
|
||||
entries = os.environ.get("PATH", os.defpath).split(os.pathsep) + ["/usr/local/bin", "/usr/bin", "/bin"]
|
||||
for entry in entries:
|
||||
folder = Path(entry or os.curdir).resolve()
|
||||
if folder == own_bin:
|
||||
continue
|
||||
found = shutil.which("podman", path=str(folder))
|
||||
if found:
|
||||
executable = Path(found).resolve()
|
||||
if executable.parent != own_bin and executable != own_script:
|
||||
return str(executable)
|
||||
raise RuntimeError("no real Podman executable found outside the codec wrapper directory")
|
||||
|
||||
|
||||
def main():
|
||||
directory = Path(__file__).resolve().parent.parent
|
||||
args = sys.argv[1:]
|
||||
fallback = real_podman(directory)
|
||||
if switched_off(directory):
|
||||
os.execv(fallback, [fallback, *args])
|
||||
try:
|
||||
config = json.loads((directory / "deployment.json").read_text())
|
||||
podman = Path(config.get("podman", fallback)).resolve()
|
||||
if podman.parent == (directory / "bin").resolve() or podman == Path(__file__).resolve():
|
||||
raise ValueError("configured Podman points to the codec wrapper")
|
||||
extra = mounts(directory, config, args)
|
||||
launch_args = [args[0], *extra, *args[1:]] if extra else args
|
||||
os.execv(str(podman), [str(podman), *launch_args])
|
||||
except Exception as exc: # a codec/configuration failure must never prevent the stock container from starting
|
||||
print(f"FramePort video: retaining stock codecs: {exc}", file=sys.stderr)
|
||||
os.execv(fallback, [fallback, *args])
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Binary file not shown.
@@ -30,13 +30,13 @@ user_systemd() {
|
||||
|
||||
say "FramePort setup for $(hostname) ($(. /etc/os-release; echo "$NAME $VERSION_ID"))"
|
||||
|
||||
say "Authorizing the FramePort app's key"
|
||||
say "Letting FramePort log in"
|
||||
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
|
||||
[[ "$key" == ssh-ed25519\ * ]] || { echo "Could not fetch the app's key from $PC_URL (is the app still open?)"; exit 1; }
|
||||
[[ "$key" == ssh-ed25519\ * ]] || { echo "Couldn't reach FramePort at $PC_URL. Is it still open?"; exit 1; }
|
||||
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
|
||||
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
|
||||
|
||||
say "Configuring podman for Lepton"
|
||||
say "Setting up Lepton's containers"
|
||||
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
|
||||
mkdir -p ~/.config/containers
|
||||
grep -qs '^ *keyring *=' ~/.config/containers/containers.conf || printf '[containers]\nkeyring = false\n' >> ~/.config/containers/containers.conf
|
||||
@@ -117,7 +117,7 @@ JOB
|
||||
if [[ -f /etc/steamos-devkit-enabled ]]; then
|
||||
say "Developer Mode is on"
|
||||
bash "$JOB" finish "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER" 2>&1 | tee "$LOG"
|
||||
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
|
||||
say "Done. FramePort on your PC shows this Frame as connected."
|
||||
exit 0
|
||||
fi
|
||||
|
||||
@@ -126,9 +126,8 @@ if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
|
||||
! user_systemd systemd-run --user --collect --quiet --unit="frameport-setup-$$" \
|
||||
bash -c 'bash "$0" "$@" >"$HOME/.cache/frameport-setup.log" 2>&1' \
|
||||
"$JOB" devmode "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER"; then
|
||||
echo "Couldn't turn it on automatically. Turn it on in Settings > System > Developer, then run this command again."
|
||||
echo "Couldn't turn it on. Turn it on in Settings → System → Enable Developer Mode, then run this again."
|
||||
exit 1
|
||||
fi
|
||||
echo "Steam restarts to turn it on. That closes the desktop in a few seconds and the Frame returns to its"
|
||||
echo "normal view; setup finishes on its own. If Steam asks to install Lepton, confirm it."
|
||||
echo "Then return to FramePort on your PC: the Frame appears as connected within a minute."
|
||||
echo "Steam restarts and the desktop closes. Confirm Lepton if asked."
|
||||
echo "Then check FramePort on your PC."
|
||||
@@ -0,0 +1,234 @@
|
||||
#!/usr/bin/env bash
|
||||
# FramePort setup from the project page: the same for every Frame and every PC, nothing to copy from the PC. Run in
|
||||
# the Frame's desktop terminal (SteamVR dashboard -> Launch a program -> Desktop, then System -> Konsole):
|
||||
# curl -fsSL https://frameport.app/s | bash
|
||||
# with FramePort open on your PC at Steam Frame -> Connect. Options: --pc <address[:port]> (skip the search).
|
||||
#
|
||||
# What it does:
|
||||
# 1. finds FramePort on your network (it announces itself over mDNS while that page is open; else the USB cable's
|
||||
# address and a quick scan of this network)
|
||||
# 2. asks it to set up this Frame: FramePort shows the same 4 digits as this terminal, you click Allow there
|
||||
# 3. runs FramePort's setup script from your PC, the one the typed line `curl -fsS <pc>/<code> | bash` runs (it
|
||||
# authorizes the app's key, configures podman, turns on Developer Mode, asks for Lepton)
|
||||
# Nothing changes on the Frame before you allow it on the PC.
|
||||
set -euo pipefail
|
||||
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
|
||||
PORTS="8765 8766 8767"
|
||||
USB_PC=10.86.200.234 # the PC's fixed address on the Frame's USB cable network (Developer Mode only)
|
||||
|
||||
PC=""
|
||||
while [[ $# -gt 0 ]]; do
|
||||
case $1 in
|
||||
--pc) PC=${2:-}; shift 2 ;;
|
||||
--pc=*) PC=${1#--pc=}; shift ;;
|
||||
-h|--help) sed -n '2,13p' "$0" 2>/dev/null || true; exit 0 ;;
|
||||
*) shift ;;
|
||||
esac
|
||||
done
|
||||
for tool in curl python3; do
|
||||
command -v "$tool" >/dev/null || { echo "This needs $tool, which SteamOS normally has. Run the setup command FramePort shows instead."; exit 1; }
|
||||
done
|
||||
|
||||
# FramePort PCs, one per line: name<TAB>address:port<TAB>words. Stdlib Python: avahi isn't always answering on the
|
||||
# Frame, and its firewall only lets mDNS in on port 5353, so this listens there in the group, like avahi does.
|
||||
find_pcs() {
|
||||
python3 - "$PORTS" "$USB_PC" <<'PY'
|
||||
import json, socket, struct, sys, time, urllib.request
|
||||
from concurrent.futures import ThreadPoolExecutor
|
||||
PORTS = [int(p) for p in sys.argv[1].split()]
|
||||
USB_PC = sys.argv[2]
|
||||
SERVICE = "_frameport-pair._tcp.local"
|
||||
|
||||
def qname(name):
|
||||
return b"".join(bytes([len(p)]) + p.encode() for p in name.split(".")) + b"\0"
|
||||
|
||||
def read_name(d, off):
|
||||
labels, jumped, end = [], False, off
|
||||
while True:
|
||||
n = d[off]
|
||||
if n == 0:
|
||||
off += 1
|
||||
break
|
||||
if n & 0xC0 == 0xC0:
|
||||
ptr = struct.unpack("!H", d[off:off + 2])[0] & 0x3FFF
|
||||
if not jumped:
|
||||
end = off + 2
|
||||
jumped, off = True, ptr
|
||||
continue
|
||||
labels.append(d[off + 1:off + 1 + n].decode(errors="replace"))
|
||||
off += 1 + n
|
||||
return ".".join(labels), (end if jumped else off)
|
||||
|
||||
def mdns(seconds=3.0):
|
||||
found, srv, txt, addr = {}, {}, {}, {}
|
||||
try:
|
||||
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP)
|
||||
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
|
||||
if hasattr(socket, "SO_REUSEPORT"):
|
||||
try:
|
||||
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEPORT, 1)
|
||||
except OSError:
|
||||
pass
|
||||
s.bind(("", 5353))
|
||||
s.setsockopt(socket.IPPROTO_IP, socket.IP_ADD_MEMBERSHIP, socket.inet_aton("224.0.0.251") + socket.inet_aton("0.0.0.0"))
|
||||
query = struct.pack("!6H", 0, 0, 1, 0, 0, 0) + qname(SERVICE) + struct.pack("!HH", 12, 1)
|
||||
s.sendto(query, ("224.0.0.251", 5353))
|
||||
except OSError:
|
||||
return []
|
||||
end, again = time.time() + seconds, True
|
||||
while time.time() < end:
|
||||
if again and time.time() > end - seconds / 2:
|
||||
s.sendto(query, ("224.0.0.251", 5353))
|
||||
again = False
|
||||
s.settimeout(max(0.05, min(0.5, end - time.time())))
|
||||
try:
|
||||
d, src = s.recvfrom(9000)
|
||||
except socket.timeout:
|
||||
continue
|
||||
try:
|
||||
_, _, qd, an, ns, ar = struct.unpack("!6H", d[:12])
|
||||
off = 12
|
||||
for _ in range(qd):
|
||||
_, off = read_name(d, off)
|
||||
off += 4
|
||||
for _ in range(an + ns + ar):
|
||||
name, off = read_name(d, off)
|
||||
rtype, _, _, rdlen = struct.unpack("!HHIH", d[off:off + 10])
|
||||
off += 10
|
||||
if rtype == 12 and name.lower() == SERVICE:
|
||||
found.setdefault(read_name(d, off)[0], src[0])
|
||||
elif rtype == 33:
|
||||
srv[name] = (read_name(d, off + 6)[0], struct.unpack("!H", d[off + 4:off + 6])[0])
|
||||
elif rtype == 16:
|
||||
items, p = {}, off
|
||||
while p < off + rdlen:
|
||||
n = d[p]
|
||||
k, _, v = d[p + 1:p + 1 + n].decode(errors="replace").partition("=")
|
||||
items[k] = v
|
||||
p += 1 + n
|
||||
txt[name] = items
|
||||
elif rtype == 1 and rdlen == 4:
|
||||
addr[name] = socket.inet_ntoa(d[off:off + 4])
|
||||
off += rdlen
|
||||
except (IndexError, struct.error, UnicodeError):
|
||||
continue
|
||||
out = []
|
||||
for inst, src in found.items():
|
||||
target, port = srv.get(inst, ("", PORTS[0]))
|
||||
props = txt.get(inst, {})
|
||||
out.append((props.get("pc") or inst.split(".")[0], f"{addr.get(target) or src}:{port}", props.get("words", "")))
|
||||
return out
|
||||
|
||||
def ping(host_port):
|
||||
try:
|
||||
with urllib.request.urlopen(f"http://{host_port}/ping", timeout=1.5) as r:
|
||||
info = json.load(r)
|
||||
return (info.get("pc", host_port), host_port, info.get("words", ""))
|
||||
except Exception:
|
||||
return None
|
||||
|
||||
def scan():
|
||||
"""This network's /24 (and the USB cable's PC address) for a FramePort setup port."""
|
||||
hosts = [f"{USB_PC}:{p}" for p in PORTS]
|
||||
try:
|
||||
out = __import__("subprocess").run(["ip", "-4", "-o", "addr"], capture_output=True, text=True).stdout
|
||||
except OSError:
|
||||
out = ""
|
||||
for line in out.splitlines():
|
||||
parts = line.split()
|
||||
if len(parts) > 3 and parts[1] not in ("lo",) and "/" in parts[3]:
|
||||
mine = parts[3].split("/")[0]
|
||||
base = mine.rsplit(".", 1)[0]
|
||||
hosts += [f"{base}.{i}:{p}" for i in range(1, 255) if f"{base}.{i}" != mine for p in PORTS[:1]]
|
||||
def open_port(hp):
|
||||
h, p = hp.rsplit(":", 1)
|
||||
try:
|
||||
with socket.create_connection((h, int(p)), timeout=0.4):
|
||||
return hp
|
||||
except OSError:
|
||||
return None
|
||||
with ThreadPoolExecutor(64) as ex:
|
||||
live = [hp for hp in ex.map(open_port, hosts) if hp]
|
||||
return [r for r in map(ping, live) if r]
|
||||
|
||||
pcs = mdns()
|
||||
if not pcs:
|
||||
pcs = scan()
|
||||
seen = set()
|
||||
for name, hp, words in pcs:
|
||||
key = (name, words) if words else hp # one PC on several links (home Wi-Fi and the Frame's hotspot): once
|
||||
if key not in seen:
|
||||
seen.add(key)
|
||||
print(f"{name}\t{hp}\t{words}")
|
||||
PY
|
||||
}
|
||||
|
||||
say "FramePort setup for $(hostname)"
|
||||
if [[ -n "$PC" ]]; then
|
||||
[[ "$PC" == *:* ]] || PC="$PC:${PORTS%% *}"
|
||||
WORDS=""
|
||||
else
|
||||
echo "Looking for FramePort on your network (in FramePort on your PC: Steam Frame → Start setup)..."
|
||||
mapfile -t pcs < <(find_pcs)
|
||||
if [[ ${#pcs[@]} -eq 0 ]]; then
|
||||
echo
|
||||
echo "FramePort wasn't found. Check that:"
|
||||
echo " - FramePort is open on your PC, at Steam Frame → Start setup"
|
||||
echo " - the Frame and the PC are on the same Wi-Fi (or connected with a USB cable)"
|
||||
echo "Or run the setup command FramePort shows there (Use the setup command)."
|
||||
exit 1
|
||||
fi
|
||||
pick=0
|
||||
if [[ ${#pcs[@]} -gt 1 ]]; then
|
||||
echo "More than one FramePort is open on this network:"
|
||||
for i in "${!pcs[@]}"; do
|
||||
IFS=$'\t' read -r name hp words <<<"${pcs[$i]}"
|
||||
echo " $((i + 1))) $name ($hp) $words"
|
||||
done
|
||||
# stdin is this script itself (curl | bash): ask on the terminal; without one, take the first
|
||||
if { exec 3</dev/tty; } 2>/dev/null; then
|
||||
read -r -u 3 -p "Which one? [1-${#pcs[@]}] " n
|
||||
exec 3<&-
|
||||
[[ "$n" =~ ^[0-9]+$ && $n -ge 1 && $n -le ${#pcs[@]} ]] || { echo "No such number."; exit 1; }
|
||||
pick=$((n - 1))
|
||||
else
|
||||
echo "No terminal to ask in: using the first. (Choose with --pc <address:port>.)"
|
||||
fi
|
||||
fi
|
||||
IFS=$'\t' read -r name PC WORDS <<<"${pcs[$pick]}"
|
||||
echo "Found FramePort on $name ($PC)${WORDS:+, PC words: $WORDS}"
|
||||
fi
|
||||
|
||||
nonce=$(python3 -c 'import secrets; print(secrets.token_hex(12))')
|
||||
digits=$(python3 -c 'import hashlib, sys; print(f"{int(hashlib.sha256(sys.argv[1].encode()).hexdigest()[:8], 16) % 10000:04d}")' "$nonce")
|
||||
tmp=$(mktemp)
|
||||
trap 'rm -f "$tmp"' EXIT
|
||||
status=$(curl -sS -o "$tmp" -w '%{http_code}' -G --data-urlencode "host=$(hostname)" --data-urlencode "nonce=$nonce" \
|
||||
"http://$PC/hello") || true
|
||||
case $status in
|
||||
200) reply=$(cat "$tmp") ;;
|
||||
429) echo "FramePort at $PC already has several setup requests waiting. Allow or deny them there (requests from"
|
||||
echo "setups that ended go away by themselves within a few minutes), then run this again."; exit 1 ;;
|
||||
000|"") echo "FramePort at $PC didn't answer. Is it still open at Steam Frame → Start setup?"; exit 1 ;;
|
||||
*) echo "FramePort at $PC refused the request (HTTP $status). Run this again, or run the setup command FramePort shows."
|
||||
exit 1 ;;
|
||||
esac
|
||||
id=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1])["id"])' "$reply")
|
||||
WORDS=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1]).get("words", ""))' "$reply")
|
||||
|
||||
say "FramePort on your PC asks to set up this Frame"
|
||||
printf ' Click Allow there if it shows \033[1;33m%s\033[0m (PC: %s)\n' "$digits" "${WORDS:-?}"
|
||||
code=""
|
||||
for _ in $(seq 12); do # up to about 20 minutes
|
||||
status=$(curl -sS -o "$tmp" -w '%{http_code}' -m 115 "http://$PC/wait?id=$id" || echo 000)
|
||||
case $status in
|
||||
200) code=$(python3 -c 'import json, sys; print(json.load(open(sys.argv[1]))["code"])' "$tmp"); break ;;
|
||||
202) continue ;;
|
||||
403) echo "Not allowed on the PC. Nothing was changed on this Frame."; exit 1 ;;
|
||||
*) echo "Lost FramePort at $PC (HTTP $status). Run this again, or run the setup command FramePort shows."; exit 1 ;;
|
||||
esac
|
||||
done
|
||||
[[ -n "$code" ]] || { echo "Not allowed in time. Run this again when you're at your PC."; exit 1; }
|
||||
|
||||
say "Allowed. Running the setup from $PC"
|
||||
curl -fsS "http://$PC/$code" | bash
|
||||
@@ -6,10 +6,14 @@ notes: 'Native OpenXR GLES video player. 360 theatres/videos (equirect2 layers,
|
||||
at 72 fps (the runtime asks for 4536 px per eye). Confirmed in the headset by the owner (2026-10-01). Its "Internal
|
||||
Storage" list is /sdcard/4XPlayer: send videos with the game page''s "Add videos".'
|
||||
details: 'Settings: equirect_emul (GLES worker draws 360 layers into a projection layer), stable_local, focus_hold,
|
||||
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains.'
|
||||
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains. Its hardware decoding mode (Java MediaCodec,
|
||||
Vr4pMediaPlayer; its own FFmpeg is the software path) gets the Frame''s video hardware with frame.hw_video_decode
|
||||
(added 2026-10-09, not yet checked in the headset).'
|
||||
tested_version: 2.0.22
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
stable_local: 1
|
||||
@@ -17,4 +21,6 @@ adapter:
|
||||
scale: 0.75
|
||||
verified:
|
||||
date: '2026-10-01'
|
||||
updated: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: 4XVR Video Player
|
||||
@@ -1,9 +1,9 @@
|
||||
package: com.Armature.VR4
|
||||
title: VR4
|
||||
status: works
|
||||
notes: Installs the no-ForceQuit build and fixes a campaign shader that hung the GPU after the opening cutscene.
|
||||
details: Entering the campaign gave a black screen, slowing audio and a crash (Mercenaries loaded). One fragment shader
|
||||
reads a loop counter before setting it, which hangs the GPU; the Vulkan shim zeroes it (vk_shader_fix). The
|
||||
notes: Installs the no-ForceQuit build and fixes two campaign shaders that hung the GPU at cutscenes.
|
||||
details: Entering the campaign gave a black screen, slowing audio and a crash (Mercenaries loaded). Two permutations of one fragment shader
|
||||
read a loop counter before setting it, which hangs the GPU; the Vulkan shim zeroes it (vk_shader_fix). The
|
||||
no-ForceQuit build is kept. Diagnosed and confirmed on a Frame by the reporter of GitHub issue 10.
|
||||
tested_version: '2.3'
|
||||
engine: Unreal
|
||||
@@ -14,8 +14,8 @@ use_alt: true
|
||||
adapter:
|
||||
# one campaign shader reads an uninitialized loop counter and hangs the GPU (black screen, slowing audio, crash);
|
||||
# the Vulkan shim inserts two OpStores that zero it and its accumulator (from the reporter's capture, GitHub
|
||||
# issue 10)
|
||||
vk_shader_fix: 6488:5dcd842db8d21e3fdd13ec916d2e34dd0cfdf12a92fffaf8a27115072ef55c59:2624:0x0003003e,138,18,0x0003003e,150,42
|
||||
# issue 10); a second permutation of the same shader (6604 bytes) hung the GPU at a later cutscene (GitHub #140)
|
||||
vk_shader_fix: 6488:5dcd842db8d21e3fdd13ec916d2e34dd0cfdf12a92fffaf8a27115072ef55c59:2624:0x0003003e,138,18,0x0003003e,150,42;6604:a0e6edd8a8e969acbefe1a193f0bc535d8c0c18d004def4c361840a9f2601f13:2956:0x0003003e,122,18,0x0003003e,135,42
|
||||
verified:
|
||||
date: '2026-10-02'
|
||||
known_good_sha256: 40ff74e37264b28ae8826923b69d0731d9620094c76462be34159643d6ae91b3
|
||||
@@ -24,5 +24,5 @@ verified:
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 26
|
||||
issue: 1
|
||||
updated: '2026-10-04'
|
||||
updated: '2026-10-11'
|
||||
source_hint: Resident Evil 4
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.CortopiaStudios.DTRH
|
||||
title: Down the Rabbit Hole
|
||||
status: works
|
||||
tested_version: 01.04.434
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: ce9e02e9b8fc64dc37bec2bd869d2ed1c4a99f28adffd6b5ec38c87b3cb639f7
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 145
|
||||
source_hint: '8430807483680247'
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.CortopiaStudios.Graves
|
||||
title: GORN2
|
||||
status: works
|
||||
tested_version: 1.10.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: d8a7949edc90c19902eb89f888ad6a350475387d630991767b3097667ad16d4c
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 88
|
||||
source_hint: GORN 2
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.CyberneticWalrus.DoesitStackMeta
|
||||
title: Does it Stack?
|
||||
status: issues
|
||||
notes: Mixed reality mode does not work (works on Demeo), everything else seems to be OK
|
||||
tested_version: 1.02 (3683)
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
refresh_rate: 90.0
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: e9fce6ac812f1bb317a7a6959be89c5ff54e87f56af9ad4c42dff5fecad4efe8
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 112
|
||||
source_hint: Does It Stack
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.ForwardXP.nuke
|
||||
title: Please Don't Touch Anything
|
||||
status: works
|
||||
notes: Seems functional
|
||||
tested_version: '2.2'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: 17460c8691b9ff82f6c7ca5597afd0aacf1a94aa30ebb6a6108802991b60f51b
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 106
|
||||
source_hint: apks
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.FourPlayersStudio.Retronika
|
||||
title: Retronika
|
||||
status: works
|
||||
tested_version: 3.2.601
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 290bfda3969547d5f1ff621ab5a8be9dd322fc9eee6b243c863576d4ff5b4b81
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 97
|
||||
source_hint: Retronika
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.FunktronicLabs.TheLightBrigade
|
||||
title: The Light Brigade
|
||||
status: issues
|
||||
notes: Judder in weapons
|
||||
tested_version: '746'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 114
|
||||
source_hint: The Light Brigade
|
||||
@@ -1,20 +1,36 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep1
|
||||
title: 'Vader Immortal: Episode I'
|
||||
status: issues
|
||||
notes: Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar).
|
||||
details: Unreal Engine 4 (GLES). After the Lucasfilm intro the game shows its loading card and never loads the next
|
||||
scene; it keeps rendering at 72 fps and ignores input. Ruled out so far - Meta platform requests (all answered),
|
||||
video playback (the intro is a video and plays), the no-ForceQuit build, frame and swapchain handling. The Frame's
|
||||
SteamVR runtime also leaks about 20 MB of memory a second while the game runs, which slows it down after a few
|
||||
minutes. Next steps - find what the loading code waits for in the game's engine library (no symbols) and report
|
||||
the runtime leak to Valve. GitHub issue 49.
|
||||
status: works
|
||||
notes: 'Plays (owner''s headset test): loading card, grip/trigger, hands and the lightspeed sequence fixed. Thumbs
|
||||
follow the touches with frame.unreal_thumb_touch (Klownicle''s engine fix).'
|
||||
details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Klownicle (GitHub issue 49); FramePort
|
||||
reimplements them as patches that match the game's code exactly and change nothing when it differs. The engine's
|
||||
Quest checks (IsRunningOnSantaCruz) answer "not a Quest" on the Frame - the menu waited for a Quest-only shader
|
||||
precompile that never starts (frame.unreal_quest_precompile makes the non-Quest branch report 100 %), and the
|
||||
game's key map picked the empty Gear VR controls (frame.unreal_quest_keymap keeps the Quest set). Two lightspeed
|
||||
shaders, as the Frame's GL driver (Zink) compiles them, read loop counters and accumulators before setting them
|
||||
and hang the GPU; a Vulkan layer under Zink inserts the stores that zero them (frame.zink_shader_fix, zink_shader_fix;
|
||||
the captured modules are from Lepton 2.8.14 and stop matching if a Frame update changes the driver's output -
|
||||
the layer logs that). OVRPlugin asks for poses at its own clock (pose_time_fix). Unreal's Oculus input animates the
|
||||
thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch reads the touches instead; binding
|
||||
the proximity to the touch inputs in FrameBridge didn't reach the game). The Frame's SteamVR runtime
|
||||
leaks about 20 MB a second while the game runs (reported to Valve).
|
||||
tested_version: 1.1.1+667256.cl.387770
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_quest_precompile
|
||||
- frame.unreal_quest_keymap
|
||||
- frame.unreal_thumb_touch
|
||||
- frame.zink_shader_fix
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
zink_shader_fix: 12016:b2919629761ad268e0b21c72ac8520f81b76e72c3adc26897f97eae9a3e70a66:3092:0x0003003e,166,82,0x0003003e,177,82,0x0003003e,183,82,0x0003003e,189,82,0x0003003e,256,82,0x0003003e,266,82,0x0003003e,272,82,0x0003003e,278,82,0x0003003e,318,82,0x0003003e,328,82,0x0003003e,334,82,0x0003003e,340,82;11436:6f18be49f2aaa2452f962eb16f7af744c5c22a7b25f37ce681e0d6399e35a869:2932:0x0003003e,164,80,0x0003003e,175,80,0x0003003e,181,80,0x0003003e,187,80,0x0003003e,254,80,0x0003003e,264,80,0x0003003e,270,80,0x0003003e,276,80,0x0003003e,316,80,0x0003003e,326,80,0x0003003e,332,80,0x0003003e,338,80
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
date: '2026-10-09'
|
||||
issue: 49
|
||||
updated: '2026-10-06'
|
||||
updated: '2026-10-09'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode I
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep2
|
||||
title: 'Vader Immortal: Episode II'
|
||||
status: works
|
||||
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
|
||||
code too.
|
||||
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
|
||||
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
|
||||
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
|
||||
intro once stayed black with its dialogue playing; it rendered on the next run.'
|
||||
tested_version: 2.0.3+667261.cl.387778
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_quest_precompile
|
||||
- frame.unreal_quest_keymap
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode II
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep3
|
||||
title: 'Vader Immortal: Episode III'
|
||||
status: works
|
||||
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
|
||||
code too.
|
||||
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
|
||||
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
|
||||
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
|
||||
intro starts on a black screen with only dialogue: that is the game, not a bug.'
|
||||
tested_version: 3.0.3+667263.cl.387932
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_quest_precompile
|
||||
- frame.unreal_quest_keymap
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
min_app: 0.12.1
|
||||
source_hint: Vader Immortal- Episode III
|
||||
@@ -4,14 +4,25 @@ tested_version: '1.03'
|
||||
source_hint: Sniper Elite VR
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 'GPU hang (zink: DEVICE LOST) even with MSAA off.'
|
||||
details: Legacy VrApi via OVRPlugin.
|
||||
status: works
|
||||
notes: Plays with controllers that follow the hands (owner's headset test, Quest 1 build 35713).
|
||||
details: 'Unity 2019.4 on its built-in Oculus VR (no Oculus XR Plugin). Its legacy frame loop never waited for frames
|
||||
(GPU hang, zink: DEVICE LOST) and Unity reported only Go controllers: frame.unity_oculus_check. Its frame wait then
|
||||
deadlocked at the Init scene (Unity skipped beginning a frame) and the physics-step pose update located the
|
||||
controllers in the past (hands lagged): both fixed in that patch (revision 5), switched on for this game by ovrp_begin_gate and ovrp_hold_physics. Grabbing an object in the tutorial
|
||||
vibrates the controller; OVRPort''s envelope conversion then allocated ~1 GB/s until the memory cap ended the game:
|
||||
haptic_fix. The Quest 1 build has no arraysources_assets.hd, which the game loads on the Frame (it detects a Quest
|
||||
2) and then skips the .sd bundle: textures are missing unless the .sd file is also present under the .hd name in the
|
||||
game''s obb folder.'
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
ovrp_begin_gate: 1
|
||||
ovrp_hold_physics: 1
|
||||
pcvr_alternative: Sniper Elite VR (Steam PC VR). Winter Warrior (Quest) works on the Frame.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e80883eb6945e267a375edf0ffd789268686440819add9d4dee9fdbdf466cbe4
|
||||
date: '2026-10-07'
|
||||
updated: '2026-10-07'
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.MightyCoconut.WalkaboutMiniGolf
|
||||
title: Walkabout Mini Golf
|
||||
status: works
|
||||
tested_version: '6.7'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
scale: 1.5
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: cf3b5cbe131af8a2baaa3f5c665b1c7001c8b299473abfcf98d90e3c02b08a2f
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 111
|
||||
source_hint: Walkabout Mini Golf
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.PeanutButton.Retropolis
|
||||
title: Retropolis
|
||||
status: works
|
||||
tested_version: '0.87'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 4656b980fccd812d8edac15805dcd86c2f44029abdab98c3187699d1fc878f88
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 153
|
||||
source_hint: com.PeanutButton.Retropolis
|
||||
@@ -1,12 +1,14 @@
|
||||
package: com.PixelToys.BattleSisters
|
||||
title: BattleSisters
|
||||
status: works
|
||||
notes: Starts in VR; controller buttons and vibration work.
|
||||
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app check),
|
||||
adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's Oculus
|
||||
input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons were
|
||||
dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its duration
|
||||
in nanoseconds as seconds and the game ran out of memory).
|
||||
notes: Plays; controller buttons and vibration work, hands follow the controllers (pose_time_fix).
|
||||
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app
|
||||
check), adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's
|
||||
Oculus input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons
|
||||
were dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its
|
||||
duration in nanoseconds as seconds and the game ran out of memory). With pose_time_fix the hands follow the controllers
|
||||
- OVRPlugin asked for hand poses at Android's monotonic "now", which on SteamOS 0.4.5 is 2.56 s behind the runtime's
|
||||
XrTime, so the hands lagged far behind.
|
||||
tested_version: 1.2.4
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
@@ -18,9 +20,10 @@ frame:
|
||||
- frame.unity_gl_shim
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
date: '2026-10-08'
|
||||
issue: 48
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.11.1
|
||||
updated: '2026-10-08'
|
||||
min_app: 0.12.1
|
||||
source_hint: Battle Sister
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.ScytheDevTeam.ContainmentProtocol
|
||||
title: Deep Cuts
|
||||
status: works
|
||||
tested_version: 1.1.3271
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: d8d4bfb0954059c5ed1bcaa0edfb8b18f154ff710049f4808c42cfd8d88ee5a2
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 144
|
||||
source_hint: com.ScytheDevTeam.ContainmentProtocol
|
||||
@@ -1,20 +1,25 @@
|
||||
package: com.StressLevelZero.BONELAB
|
||||
title: BONELAB
|
||||
status: issues
|
||||
notes: Build 1.2068 plays (head tracking and controls work with frame.unity_user_presence); the newer build
|
||||
1.2974 crashes at start (Vulkan), no fix yet.
|
||||
details: The game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
|
||||
status: works
|
||||
notes: Builds 1.2068 and 1.2974 play (owner's headset tests). One recipe serves both builds - 1.2068 needs frame.unity_user_presence (head tracking and controls); 1.2974 also needs
|
||||
frame.slz_vulkan_hooks (72 fps after about 35 s of shader prewarming), which changes nothing on 1.2068.
|
||||
details: Both builds - the game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
|
||||
model, no buttons - although OpenXR input and OVRPlugin's poses were fine. A few seconds after start (when Unity
|
||||
switches XR loaders) OVRPlugin reports the worn headset as not worn (ovrp_GetUserPresent2 -> 0), and BONELAB's
|
||||
Marrow rig only follows the player while Unity's HMD device reports UserPresence (OpenControllerRig checks
|
||||
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 crashed
|
||||
earlier in vkCreateInstance from the game's own Vulkan hooks (libSLZQuestNative.so); not retested.
|
||||
tested_version: 1.2068.34555
|
||||
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 only - it adds Stress
|
||||
Level Zero's graphics plugin (libSLZQuestNative.so), which hooks Unity's Vulkan start-up (vkCreateInstance/
|
||||
vkCreateDevice) and vkCreateSampler; on the Frame its vkCreateInstance wrapper calls an invalid pointer right after
|
||||
OVRPlugin's pre-init instance is destroyed (a jump to 0, into an unloaded library, or a hang). frame.slz_vulkan_hooks
|
||||
switches its two registrations off, so Unity starts Vulkan itself; the plugin's pipeline cache isn't used.
|
||||
tested_version: 1.2974.57485
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_user_presence
|
||||
- frame.slz_vulkan_hooks
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
updated: '2026-10-06'
|
||||
date: '2026-10-08'
|
||||
updated: '2026-10-08'
|
||||
source_hint: BONELAB
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.ToastVR.Matilda
|
||||
title: Max Mustard
|
||||
status: works
|
||||
tested_version: 1.1.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: 9a67459fa36c3b9ac0d035e6c43b1809b39772699333e8cfd7d2a4d7f17926a7
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 110
|
||||
updated: '2026-10-09'
|
||||
source_hint: com.ToastVR.Matilda
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.ToastVR.RichiesPlankExperience
|
||||
title: Richie's Plank Experience
|
||||
status: works
|
||||
tested_version: 2.3.585
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 7eb1366c2398e554624a5d66aefb0c731c64b1b6944bc1726d9187f123c37fb7
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 59
|
||||
issue: 95
|
||||
source_hint: apks
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.UNIVRS.Freedom
|
||||
title: Freedom
|
||||
status: issues
|
||||
notes: Volume can't be changed in the game.
|
||||
tested_version: 1.0.2950
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 24662272c4cbe5dc7c4f3c803bdb9dead9661ac3d59bf80cca2e260256acc4bc
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 132
|
||||
source_hint: AOT VR
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.VR_HOT.VR_HOT_Quest
|
||||
title: VR HOT Quest
|
||||
status: works
|
||||
tested_version: 0.8.8.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: c321606c536eba1673572a9f44fd9e20d2cb5bd9609d536189e6ad7057b9cd67
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 59
|
||||
issue: 98
|
||||
source_hint: VR-HOT-Quest-0.8.8.1
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.XRGames.ZombielandVR
|
||||
title: ZombielandVR
|
||||
status: works
|
||||
tested_version: 1.7.0
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.vrapi_stub
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 750067107cd739c80b65516dd1c18219283b2a29b39430bb21ed85d48b9b94ac
|
||||
app: 0.12.1.dev252
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 71
|
||||
issue: 141
|
||||
source_hint: ZombielandVR
|
||||
@@ -1,16 +1,23 @@
|
||||
package: com.YourCompany.RoboRecall
|
||||
title: Robo Recall
|
||||
tested_version: '1.0'
|
||||
source_hint: 'Robo Recall- Unplugged'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: works
|
||||
notes: Needed the LAUNCHER category fix.
|
||||
details: Source APK is a community 'patch+savefix+90Hz' build.
|
||||
details: Source APK is a community 'patch+savefix+90Hz' build. Shares Vader Immortal's Unreal 4 Oculus input (GitHub
|
||||
49) - thumbs follow the touches (frame.unreal_thumb_touch) and controller poses are located at the right time
|
||||
(pose_time_fix); added 2026-10-09 from Vader's headset results, not yet checked in this game.
|
||||
tested_version: '1.0'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 4ce6e3563da131e288645f4b62a634ac98043e55bc42b7c0ad5f461207d5f53c
|
||||
updated: '2026-10-09'
|
||||
source_hint: Robo Recall- Unplugged
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.YourCompany.SWP_VR
|
||||
title: Star Wars Pinball VR
|
||||
tested_version: '1.4'
|
||||
source_hint: Star Wars Pinball VR
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: works
|
||||
notes: Plays (owner's headset test); one short audio hiccup seen.
|
||||
details: 'Unreal 4.25 (GLES) built against OVRPlugin 1.44. Four Frame problems in a row: Zink crashed on Unreal''s
|
||||
multisampled render-to-texture (fault addr 0x10000 on the RHIThread): frame.unreal_gl_shim, which keeps Unreal''s
|
||||
multiview and draws those passes single-sampled; OVRPort''s OVRPlugin lacks ovrp_GetPTWNear, so Unreal''s Oculus
|
||||
module never started VR (then a null pointer in GetMultiViewSceneColor): frame.unreal_ovrp_entrypoints; the engine''s
|
||||
OpenSSL assembly has unpaired return-address checks the Frame''s CPU enforces (SIGILL on the HttpManager thread):
|
||||
frame.pac_hints. Needs its OBB (main.10765).'
|
||||
frame:
|
||||
- frame.unreal_gl_shim
|
||||
- frame.unreal_ovrp_entrypoints
|
||||
- frame.pac_hints
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
issue: 83
|
||||
updated: '2026-10-08'
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.asg.clockworkdev
|
||||
title: Clockwork
|
||||
status: works
|
||||
tested_version: '1.29'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: 99a14eed320ba267153963c2d87d4e11e943b9920d48dfd5352c681de28ba95e
|
||||
app: 0.12.1.dev203
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 67
|
||||
issue: 116
|
||||
source_hint: com.asg.clockworkdev
|
||||
@@ -1,6 +1,7 @@
|
||||
package: com.beatgames.beatsaber.lj369vr
|
||||
title: Beat Saber
|
||||
status: works
|
||||
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
|
||||
tested_version: 1.40.8_7379
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package: com.beatgames.beatsaber
|
||||
title: Beat Saber
|
||||
status: works
|
||||
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
|
||||
tested_version: 1.40.8_7379
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
|
||||
@@ -1,16 +1,26 @@
|
||||
package: com.camouflaj.manta
|
||||
title: 'Batman: Arkham Shadow'
|
||||
tested_version: 1.4.1-350961
|
||||
source_hint: 'Batman- Arkham Shadow'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Large data set (~27 GiB) incl. all language packs.
|
||||
details: Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Includes all language packs (~28 GB).
|
||||
details: 'Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Cutscenes are 8K HEVC panoramas: frame.hw_video_decode
|
||||
decodes them on the Frame''s hardware, adapter.surface_native shows them in stereo (PRs #96, #128). Includes all
|
||||
language packs (~28 GB). sync_guard (to test, GitHub #102) - a reporter''s game quit to Steam''s waiting screen
|
||||
after the Frame runtime crashed in xrSyncActions (CVRInputLatest::UpdateActionState), the input race Myst had.'
|
||||
tested_version: 1.4.1-350961
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
overport_extra:
|
||||
- patch_disable_space_warp
|
||||
frame:
|
||||
- frame.hw_video_decode
|
||||
adapter:
|
||||
sync_guard: 1
|
||||
surface_native: 1
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
|
||||
updated: '2026-10-10'
|
||||
min_app: 0.12.1
|
||||
source_hint: Batman- Arkham Shadow
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.characterBank.ruinsmagus
|
||||
title: RUINSMAGUS
|
||||
status: works
|
||||
tested_version: 1.2.3
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 230e5625fbdfebb47c4d96aeb87f45270e4e6c79a33c08315c90626ab7465fe5
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 89
|
||||
source_hint: RUINSMAGUS
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.cloudheadgames.pistolwhip
|
||||
title: Pistol Whip
|
||||
status: works
|
||||
notes: 120 HZ
|
||||
tested_version: 1.6.0.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: ebd97af54c59d59d473c98492c1bb26ce6059b7e59f27a08acfc5ada23d0b774
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 100
|
||||
source_hint: Pistol Whip
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.curif.AgeOfJoy
|
||||
title: AgeOfJoy
|
||||
status: works
|
||||
tested_version: '1.0'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: 9780e71e417b86290147c67c83755305801d8957909734c717a519034edefdf9
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 103
|
||||
source_hint: AgeOfJoy 05 rc30
|
||||
@@ -1,14 +1,23 @@
|
||||
package: com.drbeef.doom3quest
|
||||
title: Doom3Quest
|
||||
status: issues
|
||||
notes: PDA shows black screen.
|
||||
status: works
|
||||
notes: HUD and PDA show with frame.gl_multiview_fbo (Xandrix1987's headset test, GitHub 77, no frame-rate drop with
|
||||
the PDA open). Walking and running can switch when the frame rate drops, which seems to be the game's own behaviour.
|
||||
details: Doom3Quest compiles every vertex shader for two views (OVR_multiview) and draws its HUD/PDA into single-view
|
||||
framebuffers. Mesa (the Frame's GL) rejects that combination as the spec requires and drops the draw, so they
|
||||
stayed black; frame.gl_multiview_fbo draws those passes with a single-view copy of the shader. Xandrix1987's framebuffer.cpp
|
||||
fix went upstream as a PR to Team-Beef-Studios/Doom3Quest.
|
||||
tested_version: 1.4.8
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.gl_multiview_fbo
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 3c733f5cd08b6fa5d9e2775b1c1aee36b5943518b5d8451ba87e3c59a702afdf
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.3
|
||||
issue: 77
|
||||
updated: '2026-10-09'
|
||||
min_app: 0.12.1
|
||||
source_hint: doom3quest148
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.endspace.quest
|
||||
title: End Space
|
||||
status: issues
|
||||
notes: Controls stop responding after the first mission loads.
|
||||
tested_version: 1.0.6.1
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: c5eb892311a130686f238e6f61cbdb619324f5c21f8c0641c0fcd49d77369eaf
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 148
|
||||
source_hint: com.endspace.quest
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.forcefieldxr.explorevr
|
||||
title: ExploreVR
|
||||
status: issues
|
||||
notes: The 3D world warps and shifts with head movement (wrong perspective).
|
||||
tested_version: 1.2.1
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.nodebug
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 04576c46a91f4bb851a344c75e022b17a5d2837d054e7323a184b81436cf8019
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 149
|
||||
source_hint: com.forcefieldxr.explorevr
|
||||
@@ -1,18 +1,24 @@
|
||||
package: com.forcefieldxr.timestall
|
||||
title: Time Stall
|
||||
tested_version: '1.0'
|
||||
source_hint: Time Stall
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: issues
|
||||
notes: Both eyes distort during movement (unresolved).
|
||||
details: Legacy VrApi via OVRPlugin.
|
||||
details: Legacy VrApi via OVRPlugin. Shares Vader Immortal's Unreal 4 Oculus input (GitHub 49) - thumbs follow the
|
||||
touches (frame.unreal_thumb_touch) and controller poses are located at the right time (pose_time_fix); added 2026-10-09
|
||||
from Vader's headset results, not yet checked in this game.
|
||||
tested_version: '1.0'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.unreal_thumb_touch
|
||||
- frame.nodebug
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 50c4d05b663b2f1851f5a7d650a89fd34587d65fafba13cc58671c96f7016db6
|
||||
updated: '2026-10-09'
|
||||
source_hint: Time Stall
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.fyian.TheThrillOfTheFight
|
||||
title: The Thrill Of The Fight
|
||||
status: issues
|
||||
notes: Right eye doesn't draw the opponent or the referee.
|
||||
tested_version: '251113.0'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
- frame.unity_no_overlay_copy
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: af86dfbd6f7d3ab504d1f4f92f4dbc4c0f0cb36e30443b80fa0b91322f481394
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 164
|
||||
source_hint: ThrillOfTheFight_Release
|
||||
@@ -0,0 +1,9 @@
|
||||
package: com.golfscope.proputt
|
||||
title: GOLF+
|
||||
status: unsupported
|
||||
notes: Black screen. The game's servers reject the login on this platform (Authentication not supported).
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
issue: 147
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.harmonixmusic.kata
|
||||
title: Audica
|
||||
status: works
|
||||
tested_version: 1.0.3.4
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: bc2c00fe049fd97643a296e622e3a90e08f0bd796ee454b0278525e9d72f8139
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 126
|
||||
@@ -0,0 +1,27 @@
|
||||
package: com.ilmxlab.tales
|
||||
title: 'Star Wars: Tales from the Galaxy''s Edge'
|
||||
status: unknown
|
||||
notes: Not working yet - after the intro logos and a loading animation the picture goes black (GitHub issue 61).
|
||||
Gets the controller fixes found for Vader Immortal (same studio) to test.
|
||||
details: Unreal Engine 4 (GLES) by ILMxLAB, like Vader Immortal, but a different engine build - it has none of Vader's
|
||||
Quest-only branches (no GetQuestShaderPrecompilePercent or RPOC key map; it precompiles shaders through Unreal's
|
||||
own pipeline cache), so frame.unreal_quest_precompile/_keymap don't apply. Its seasons and Wwise banks are Meta
|
||||
platform asset files (frame.asset_files). Vader's OVRPlugin findings apply to it as well - poses asked for at
|
||||
OVRPlugin's own clock (pose_time_fix) and thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch).
|
||||
Ruled out for the black picture so far (see the diagnostics in issue 61) - asset-file paks, Valve's foveation,
|
||||
GL errors; the game's own eye image reads back black.
|
||||
tested_version: 1.1.9+734762.cl.439699
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
frame:
|
||||
- frame.asset_files
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
issue: 61
|
||||
updated: '2026-10-09'
|
||||
min_app: 0.12.1
|
||||
source_hint: Star Wars- Tales from the Galaxys Edge
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.kluge.SynthRiders
|
||||
title: SynthRiders
|
||||
status: works
|
||||
tested_version: 3.6.7a1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: fb982ad7617629df50190c98d1de906ac9b41903d782c0ada0087b32fc95a5f1
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 158
|
||||
source_hint: com.kluge.SynthRiders
|
||||
@@ -0,0 +1,24 @@
|
||||
package: com.markschramm.gravitylab
|
||||
title: Gravity Lab
|
||||
status: works
|
||||
notes: Works great, along with passthrough mode
|
||||
tested_version: '1.221'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: 82c95ee7487a130b6e37b967dd97c8362bf4d7e873fcff823f2c7877a62ff99f
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 113
|
||||
source_hint: Gravity Lab
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.miketeevee.shoresofloci
|
||||
title: Shores of Loci
|
||||
status: works
|
||||
tested_version: '1.2'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: c223a99cc1f1597a477a4677c1390cf744d517bd1e8fa7cf82e20b1baefaba26
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 154
|
||||
source_hint: com.miketeevee.shoresofloci
|
||||
@@ -1,18 +1,25 @@
|
||||
package: com.nDreams.PhantomQuest
|
||||
title: 'Phantom: Covert Ops'
|
||||
tested_version: '1.2'
|
||||
source_hint: 'Phantom- Covert Ops'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: issues
|
||||
notes: DLC/store button crashes (no Meta store). Installs the no-ForceQuit build.
|
||||
details: The regular build quits itself on the Frame (System.exit after a failed platform check), so the no-ForceQuit
|
||||
build is installed.
|
||||
build is installed. Shares Vader Immortal's Unreal 4 Oculus input (GitHub 49) - thumbs follow the touches (frame.unreal_thumb_touch)
|
||||
and controller poses are located at the right time (pose_time_fix); added 2026-10-09 from Vader's headset results,
|
||||
not yet checked in this game.
|
||||
tested_version: '1.2'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
use_alt: true
|
||||
frame:
|
||||
- frame.unreal_thumb_touch
|
||||
adapter:
|
||||
pose_time_fix: 1
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: bb02b20a23fbe5e7a580ecde15a3cd015a4183421a51aab4a4dbcddbe7a09d1d
|
||||
updated: '2026-10-09'
|
||||
source_hint: Phantom- Covert Ops
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.newfoldergames.fruitsalon
|
||||
title: Fruit Salon
|
||||
status: works
|
||||
tested_version: 1.0.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 1c2e6e44e046e1683670a6b0f97e7766fd5edd0c888443910ce3c8e2291a9865
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 165
|
||||
source_hint: Fruit Salon
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.onehamsa.RNXQ
|
||||
title: 'Racket: Nx'
|
||||
status: works
|
||||
tested_version: 2.8.31
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: f78de8051c5808e4244d9fa757050d6c131350112315ad6e01e2b1457f2e2053
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 151
|
||||
source_hint: '9030540110323274'
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.owlchemylabs.vacationsimulator
|
||||
title: Vacation Simulator
|
||||
status: issues
|
||||
notes: Controllers aren't tracked (reported; not yet diagnosed).
|
||||
tested_version: 1.3.0.40142
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
refresh_rate: 90.0
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: b02e0a24292a8305ca752fef1884356f0191b53793d356b999cd50bba3fe7a3c
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 163
|
||||
source_hint: com.owlchemylabs.vacationsimulator
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.quaternionsoftware.rcpilottrainer
|
||||
title: RC Pilot Trainer
|
||||
status: works
|
||||
tested_version: 0.7.0.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 1b98f0dea74f058a838ac17299a0e1c67362cb1ecfbc97e4cb2aad3bcbdfb173
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 152
|
||||
source_hint: com.quaternionsoftware.rcpilottrainer
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.rrrgames.CaveCrave
|
||||
title: Caves
|
||||
status: works
|
||||
notes: First cave loads up perfectly, didn't play to unlock other game modes
|
||||
tested_version: 1.1.4
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.oculusos
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 9720a9af42590dfdb742f278352583e56f36efbf5d96c56c59ac4b6a615f276e
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 142
|
||||
source_hint: com.rrrgames.CaveCrave
|
||||
@@ -0,0 +1,18 @@
|
||||
package: com.square_enix.android_meta.trianglexr
|
||||
title: TRIANGLE STRATEGY
|
||||
status: works
|
||||
notes: Works in XR, with and without Arcturus Vision color (switched while playing).
|
||||
tested_version: '1.0'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 86e8297adeb4056eecfbc175438ef25387df67dd0a15ae79afbe6f2e67319a0c
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 171
|
||||
source_hint: com.square_enix.android_meta.trianglexr
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.tvb.cubism
|
||||
title: cubism
|
||||
status: works
|
||||
tested_version: 1.8.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
scale: 2.0
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: e4e000392e53111a991c1c78653c9241b8007f81dcdb126a4f4b2003033f5a6e
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 121
|
||||
source_hint: com.tvb.cubism
|
||||
@@ -0,0 +1,22 @@
|
||||
package: de.erthu.ancientdungeonfull
|
||||
title: Ancient_Dungeon
|
||||
status: issues
|
||||
notes: Multiplayer isn't available (offline).
|
||||
tested_version: ea0.1.10.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 0bcbd6d01d085183df586ee692267341a9ea15d1f52fbc33265601d55c73c2d2
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 143
|
||||
source_hint: de.erthu.ancientdungeonfull
|
||||
@@ -0,0 +1,21 @@
|
||||
package: jp.co.amata.nvr
|
||||
title: The Tale of Onogoro
|
||||
status: works
|
||||
tested_version: 1.1.0248
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: d6258a22a0a6e4588bbec36170f126bffc44ed64784f99e37cf4b03ad212fb79
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 108
|
||||
source_hint: The Tale of Onogoro
|
||||
@@ -0,0 +1,18 @@
|
||||
package: org.timecrisis.quest
|
||||
title: Time Crisis VR (Experimental)
|
||||
status: works
|
||||
notes: Fully playable at 120hz
|
||||
tested_version: 0.8.3
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 4e67411a8e9c0b5fbb19ca7908c4222aa5ad1b2d47a8f4b5018b4fe9c2f5324e
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.3
|
||||
frame_build: '20261005.6135832'
|
||||
agent: 59
|
||||
issue: 80
|
||||
source_hint: TimeCrisisVR-v0.8.3-quest
|
||||
@@ -0,0 +1,17 @@
|
||||
package: org.timecrisis2.arcadevr
|
||||
title: Time Crisis II VR (Test)
|
||||
status: works
|
||||
tested_version: 0.2.0
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
known_good_sha256: 7829a4cb84298a03ebe539b893916a962aecc4119f189f9fa9ceeab24c747bc5
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.3
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 59
|
||||
issue: 173
|
||||
source_hint: TimeCrisis2VR-v0.2.0-quest3
|
||||
@@ -0,0 +1,11 @@
|
||||
package: quest.eleven.forfunlabs
|
||||
title: Eleven Table Tennis
|
||||
status: unsupported
|
||||
notes: Stops at the splash screen. The game needs Meta's online services after start, which aren't available on
|
||||
the Frame.
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
pcvr_alternative: The PC VR (Rift) version works on the Frame through FramePort.
|
||||
verified:
|
||||
date: '2026-10-10'
|
||||
issue: 160
|
||||
@@ -0,0 +1,23 @@
|
||||
package: rift.beat_saber
|
||||
title: Beat Saber
|
||||
status: works
|
||||
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
kind: rift
|
||||
quest_package: com.beatgames.beatsaber.lj369vr
|
||||
pcvr:
|
||||
- pcvr.xr_timefix
|
||||
- pcvr.steamvr_tuning
|
||||
pcvr_remove:
|
||||
- pcvr.revive
|
||||
as_is: true
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: dc80bd1f8e46e7b7cdc4fbf51a84e68f2918d7481581bee9c21f65e269c6bf8b
|
||||
app: 0.12.1.dev232
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 67
|
||||
issue: 117
|
||||
source_hint: Beat Saber
|
||||
@@ -0,0 +1,23 @@
|
||||
package: rift.eleven_table_tennis_vr
|
||||
title: 'Eleven: Table Tennis VR'
|
||||
status: works
|
||||
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive (arguments -vrmode OpenVR).'
|
||||
engine: Unity
|
||||
xr: LibOVR+OpenVR
|
||||
kind: rift
|
||||
pcvr:
|
||||
- pcvr.launch_args
|
||||
- pcvr.xr_timefix
|
||||
- pcvr.steamvr_tuning
|
||||
pcvr_remove:
|
||||
- pcvr.revive
|
||||
as_is: true
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: 2cdfe3b096aef0bf76726156699381f7847ca4d17e7222359521982778470705
|
||||
app: 0.12.1.dev232
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 67
|
||||
issue: 118
|
||||
source_hint: Eleven Table Tennis VR
|
||||
@@ -0,0 +1,22 @@
|
||||
package: rift.pistol_whip
|
||||
title: Pistol Whip
|
||||
status: works
|
||||
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
|
||||
engine: Unity
|
||||
xr: OpenVR
|
||||
kind: rift
|
||||
pcvr:
|
||||
- pcvr.xr_timefix
|
||||
- pcvr.steamvr_tuning
|
||||
pcvr_remove:
|
||||
- pcvr.revive
|
||||
as_is: true
|
||||
verified:
|
||||
date: '2026-10-09'
|
||||
known_good_sha256: a01eaf73b292eb8ad21e316f1f99ad258d41b2cfed8436858a8caf2f5c0a4d28
|
||||
app: 0.12.1.dev232
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261007.6125817'
|
||||
agent: 67
|
||||
issue: 119
|
||||
source_hint: Pistol Whip
|
||||
@@ -1,11 +1,13 @@
|
||||
package: rift.superhot_vr
|
||||
title: SUPERHOT VR
|
||||
status: works
|
||||
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
|
||||
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive. Older builds with both Oculus and SteamVR support
|
||||
(SUPERHOTVR.exe) start with -vrmode OpenVR.'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
kind: rift
|
||||
pcvr:
|
||||
- pcvr.launch_args
|
||||
- pcvr.xr_timefix
|
||||
- pcvr.steamvr_tuning
|
||||
pcvr_remove:
|
||||
@@ -17,4 +19,5 @@ verified:
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
issue: 28
|
||||
updated: '2026-10-09'
|
||||
source_hint: SUPERHOT VR
|
||||
@@ -1,18 +1,41 @@
|
||||
package: ru.targem.blazerush
|
||||
title: BlazeRush
|
||||
status: unsupported
|
||||
notes: Starts and reaches the menu room, but the room shows no controllers and ignores all input (it all reaches
|
||||
the game); no fix yet.
|
||||
status: works
|
||||
notes: From Klownicle's guide (GitHub issue 57); FramePort's version verified in a Steam Frame headset (2026-10-11).
|
||||
Menus and racing controls, car bodies and controllers, particle effects, the full field of view and a sharp,
|
||||
correctly placed picture.
|
||||
details: 'Seven fixes from the guide. frame.blazerush (this exact build only) skips the menus'' wait for a Meta avatar,
|
||||
which never comes on the Frame, so the game creates its own controllers, and gives its shader cache a new folder
|
||||
(cache/br_shader_v1) so programs compiled before the shader fixes aren''t reused. The GL shim feeds integer vertex
|
||||
inputs (bone indices) as integers (gl_int_attribs: car bodies and controllers were invisible) and computes the
|
||||
particle vertex shaders in highp (gl_highp_markers: streaks and flashes). The game reads the field of view once at
|
||||
start, before tracking: the VrApi bridge answers with the FOV of the previous session (FramePort''s launch test
|
||||
after the install is one), not 90x90 degrees. scale 1.7 keeps the wider view sharp (about 2.9x the pixels).
|
||||
device.config_sync keeps the resolution saved in user_config.xml at the eye-buffer size, else the picture is
|
||||
displaced with black borders after a scale change.'
|
||||
tested_version: 1.0.349
|
||||
engine: Other
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.vrapi_bridge
|
||||
- frame.avatar_stub
|
||||
- frame.gl_shim
|
||||
- frame.blazerush
|
||||
adapter:
|
||||
scale: 1.7
|
||||
gl_int_attribs: 1
|
||||
gl_highp_markers: in uvec2 inBoneIndices;|uniform InstanceData|void main()
|
||||
gl_hide_multiview: 0
|
||||
gl_hide_msrtt: 0
|
||||
config_sync:
|
||||
user_config.xml:
|
||||
r_3dwidth: w
|
||||
r_3dheight: h
|
||||
r_width: h*16/9
|
||||
r_height: h
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 7cbd5d4252788ccd3c95b5c1841dcc798ea029d687938c024e33bd698ba17671
|
||||
app: 0.12.0
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.12.0
|
||||
date: '2026-10-11'
|
||||
issue: 57
|
||||
updated: '2026-10-11'
|
||||
min_app: 1.0.0
|
||||
source_hint: BlazeRush
|
||||
@@ -3,9 +3,11 @@ title: SUPERHOT VR
|
||||
status: works
|
||||
notes: Quest version. Needs FramePort's launcher from agent 41 (reinstall once) so the game can write its saves.
|
||||
details: Unity 2018.4 with built-in Oculus support (GLES). Its eye swapchains (GL_RGBA8, then a 16-bit format) are
|
||||
created as sRGB by the adapter's swapchain_fix. The game creates its cloud save folder with mode 1700 and quits at
|
||||
start when it can't write there ("Something failed to initialize. Quitting!"); the launcher now gives every folder
|
||||
in the game's storage owner and group write permission.
|
||||
created as sRGB by the adapter's swapchain_fix. The game creates its cloud save folder with mode 1700 and quits
|
||||
at start when it can't write there ("Something failed to initialize. Quitting!"); the launcher now gives every
|
||||
folder in the game's storage owner and group write permission. On the very first start it creates that folder
|
||||
and checks it in the same moment (GitHub 120), so the recipe creates the folder at install (device_files) and
|
||||
the launcher fixes it before the game starts.
|
||||
tested_version: '1.161'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
@@ -16,7 +18,9 @@ frame:
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
device_files:
|
||||
cloud/data/.frameport: ''
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
updated: '2026-10-09'
|
||||
source_hint: SUPERHOT VR
|
||||
+215
-82
@@ -1,301 +1,417 @@
|
||||
# Log signature -> diagnosis -> suggested fix. Matched against the game's launch.log (Lepton logcat mirror).
|
||||
# Log signature -> diagnosis -> suggested patches. Matched against the game's launch.log (Lepton logcat mirror).
|
||||
# `pattern` is a Python regex (case-sensitive). `suggest` lists patch ids (+ optional params) the UI offers as
|
||||
# "apply and rebuild". `severity`: fatal (the game can't run) | error | warning | info.
|
||||
# "apply and rebuild"; an entry `adapter.<key>=<value>` sets that value (else 1). `severity`: fatal (the game can't
|
||||
# run) | error | warning | info. `question`: a symptom only the player sees (play sessions, GUI "Last session"): its
|
||||
# fix is offered as that question, never applied on its own. `report: true` = the useful next step is a problem report
|
||||
# with diagnostics. Launch tests and real play sessions (agent session_log, `frameport session`) are both matched.
|
||||
# Sources: every failure we hit porting 34 games to the Steam Frame (see docs/PLAYBOOK.md).
|
||||
signatures:
|
||||
- id: no-launcher
|
||||
pattern: 'APP_ACTIVITY is empty'
|
||||
severity: fatal
|
||||
diagnosis: Lepton found no activity with category LAUNCHER.
|
||||
diagnosis: 'Nothing starts: Lepton found no entry point in the app (an activity with category LAUNCHER).'
|
||||
suggest: [frame.launcher]
|
||||
- id: linux-x86-no-fex
|
||||
pattern: '(cannot execute binary file: Exec format error|exec format error)'
|
||||
severity: fatal
|
||||
diagnosis: This x86_64 Linux program was started without the translator it needs. The Frame's arm64 CPU runs it only through FEX; reinstall the app with FramePort 0.12 or newer, which installs FEX and starts the program through it.
|
||||
suggest: []
|
||||
- id: no-arm64
|
||||
pattern: 'INSTALL_FAILED_NO_MATCHING_ABIS'
|
||||
severity: fatal
|
||||
diagnosis: 32-bit-only APK. The Steam Frame has no AArch32; this cannot run. Use the PC (Rift) version via Revive.
|
||||
diagnosis: This game is 32-bit only and can't run on the Frame (no AArch32). Use the PC (Rift) version through Revive.
|
||||
suggest: []
|
||||
- id: android-too-new
|
||||
pattern: '(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
|
||||
severity: fatal
|
||||
diagnosis: The game needs a newer Android than the Frame has, so it can't run yet. It calls Android 12/13+ classes (android.window.*, VarHandle fences) that the Frame's Android 11 (API 30) container lacks (for example minSdk 34 apps); nothing to patch until Valve updates Lepton's Android.
|
||||
suggest: []
|
||||
- id: web-wrapper
|
||||
pattern: '(Creating TwaLauncher for com\.oculus\.browser|NameNotFoundException:? com\.oculus\.browser)'
|
||||
severity: fatal
|
||||
diagnosis: This app is a website, not a game, and it can't open on the Frame. It is a Trusted Web Activity that opens Meta's browser (com.oculus.browser), which the Frame doesn't have; open the website (TWALauncherActivity's "Using URL" line) in a browser instead.
|
||||
suggest: []
|
||||
- id: unity-render-crash
|
||||
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
|
||||
severity: fatal
|
||||
diagnosis: Unity's render thread crashed inside the Frame's GL driver (Mesa/Zink); the picture freezes or stays grey. Known triggers - an OVROverlay copy (try "Unity - skip OVROverlay layers", e.g. The Room VR), MSAA switched on at runtime, a GPU hang (zink DEVICE LOST).
|
||||
diagnosis: 'The game''s graphics crashed, so the picture freezes or stays gray. Unity''s render thread crashed in the Frame''s GL driver (Mesa/Zink); known triggers are an OVROverlay copy (try "Unity: skip OVROverlay layers", for example The Room VR), MSAA switched on at runtime and a GPU hang (zink DEVICE LOST).'
|
||||
suggest: [frame.unity_no_overlay_copy, frame.unity_runtime_msaa_off]
|
||||
- id: unreal-msrtt-crash
|
||||
pattern: 'fault addr 0x10000 in tid \d+ \((RHIThread|RenderThread)|libgallium_dri\.so \(find_rp_state'
|
||||
severity: fatal
|
||||
diagnosis: The game's graphics crashed a few seconds after start. Its render thread jumped to address 0x10000 in the Frame's GL driver (Mesa/Zink), which reads past a render-pass cache when a game uses multisampled render-to-texture (Unreal's mobile MSAA, for example Star Wars Pinball VR); the GL shim hides that extension.
|
||||
suggest: [frame.unreal_gl_shim, frame.unity_gl_shim]
|
||||
- id: pac-unpaired
|
||||
pattern: 'ILL_ILLOPN\), fault addr 0x[0-9a-f]+ \(\*pc=0xd50323bf\)'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed on a CPU check the Quest ignores but the Frame enforces. Its code checks a return address (autiasp) it never signed; some OpenSSL assembly in game engines does this (for example Star Wars Pinball VR on its first network connection, thread HttpManager).
|
||||
suggest: [frame.pac_hints]
|
||||
- id: cube-swapchain-refused
|
||||
pattern: 'xrCreateSwapchain \d+x\d+ .*faces=6 .*result=-\d+'
|
||||
unless: 'cube_standin: runtime refused'
|
||||
severity: fatal
|
||||
diagnosis: The game asked for a cube-map swapchain (for example an OVROverlay skybox or loading cube), which the Frame's runtime doesn't have. OVRPlugin goes on without images and crashes in ovrp_EndFrame4 (Unity's render thread SIGSEGV in memset, for example Budget Cuts Ultimate). FrameBridge from FramePort 0.12 serves such swapchains itself and drops their cube layers (cube_standin, GLES games) - rebuild and reinstall the game.
|
||||
suggest: [frame.adapter]
|
||||
supersedes: [unity-render-crash, native-crash]
|
||||
- id: swapchain-rect-invalid
|
||||
pattern: 'xrEndFrame failed -25\b'
|
||||
severity: fatal
|
||||
diagnosis: The runtime rejects the game's frames because an image rect reaches past its swapchain (by a few pixels on some Frames); the game stops drawing (e.g. stuck at a "Waiting" box). FrameBridge from FramePort 0.11.0 clamps the rects - rebuild and reinstall the game.
|
||||
diagnosis: The runtime rejects the game's frames, so it stops drawing (for example stuck at a "Waiting" box). An image rect reaches a few pixels past its swapchain on some Frames; FrameBridge from FramePort 0.11.0 clamps the rects, so rebuild and reinstall the game.
|
||||
suggest: [frame.adapter]
|
||||
- id: missing-ovr-symbol
|
||||
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovr[A-Z][A-Za-z0-9]*_ToString)'
|
||||
severity: fatal
|
||||
diagnosis: The game imports Meta platform functions overport's loader lacks.
|
||||
diagnosis: The game can't load because OVRPort's platform loader lacks Meta platform functions it uses.
|
||||
suggest: [frame.ovrstubs, frame.ovrplatformcompat]
|
||||
- id: oculus-os-class
|
||||
pattern: '(ClassNotFoundException|NoClassDefFoundError).*com[./]oculus[./]os[./](AnalyticsEvent|UnifiedTelemetryLogger)'
|
||||
severity: fatal
|
||||
diagnosis: Quest-only telemetry class lookup aborts the app (Meta XR Audio / native telemetry).
|
||||
diagnosis: The game looks up a Quest-only system class and aborts. The lookup comes from Quest telemetry (Meta XR Audio or native code).
|
||||
suggest: [frame.metaxr_telemetry, frame.oculusos]
|
||||
- id: checkjni-abort
|
||||
pattern: 'JNI DETECTED ERROR IN APPLICATION|GetStringUTFChars.*NULL|CheckJNI'
|
||||
severity: fatal
|
||||
diagnosis: CheckJNI (on because the app is debuggable) aborts on sloppy JNI usage.
|
||||
diagnosis: Android's debug checks stopped the game. CheckJNI is on because the converted app is debuggable, and it aborts on sloppy JNI use.
|
||||
suggest: [frame.nodebug]
|
||||
- id: force-quit
|
||||
pattern: 'System\.exit|ForceQuit|FAndroidMisc::RequestExit'
|
||||
severity: error
|
||||
diagnosis: The game quit itself right after starting (Unreal ForceQuit after a failed platform check).
|
||||
diagnosis: The game quit itself right after starting. Usually Unreal's ForceQuit after a failed Quest platform check; the alternate build leaves it out.
|
||||
suggest: [patch_remove_unreal_force_quit]
|
||||
use_alt: true
|
||||
- id: swapchain-format
|
||||
pattern: 'xrCreateSwapchain.*(-26|FORMAT_UNSUPPORTED)|swapchain format .* rejected'
|
||||
unless: 'FrameBridge:\s+retry (samples=1|format=\d+) result=0' # the adapter's fallback worked
|
||||
severity: error
|
||||
diagnosis: The Frame rejected the swapchain format (GLES games must use sRGB formats, no MSAA).
|
||||
diagnosis: The Frame rejected the game's image format. GLES games must use sRGB formats without MSAA.
|
||||
suggest: [adapter.swapchain_fix]
|
||||
- id: zink-shader-fix-mismatch
|
||||
pattern: 'shader fix layer: a \d+-byte module differs from fix'
|
||||
severity: warning
|
||||
diagnosis: The game's OpenGL ES shader fix (zink_shader_fix) no longer matches the shader the Frame's GL driver (Zink)
|
||||
builds - a Frame or Lepton update changed the driver's output - so the shader it fixes (for example Vader Immortal's
|
||||
lightspeed jump) may hang the GPU again. Capture the new modules with zink_shader_dump=1 (files/fp_spirv/ in the
|
||||
game's storage) and update the fix.
|
||||
suggest: [adapter.zink_shader_dump]
|
||||
- id: zink-shader-layer-inactive
|
||||
pattern: 'shader fix layer: NOT active'
|
||||
severity: warning
|
||||
diagnosis: FramePort's shader-fix Vulkan layer couldn't add itself to the game's Vulkan layers (Android's
|
||||
GraphicsEnv functions it uses were not found or behaved differently, for example after a Lepton update), so the game's
|
||||
OpenGL ES shader fixes (zink_shader_fix) don't apply.
|
||||
suggest: []
|
||||
- id: zink-device-lost
|
||||
pattern: 'zink.*DEVICE[_ ]LOST|VK_ERROR_DEVICE_LOST'
|
||||
severity: fatal
|
||||
diagnosis: The GPU hung (Zink/Mesa). For GLES Unity games MSAA render-to-texture is the usual cause.
|
||||
diagnosis: The GPU hung, so the game froze or closed. For GLES Unity games (Zink/Mesa) MSAA render-to-texture is the usual cause; at one effect only, a shader reading undefined loop counters (for example Vader Immortal's lightspeed jump, patch frame.zink_shader_fix).
|
||||
suggest: [frame.unity_no_msaa, frame.unity_runtime_msaa_off]
|
||||
- id: gpu-hang
|
||||
pattern: 'kernel: .*(?i:hangcheck|gpu fault|msm_drm.*(hang|recover)|kgsl.*(hang|fault)|adreno.*(hang|fault))'
|
||||
severity: fatal
|
||||
diagnosis: The Frame's GPU hung while the game ran (the kernel reset it; the game froze or closed). Usually one
|
||||
shader or effect the Frame's driver can't handle (for example Vader Immortal's lightspeed jump, a VR4 cutscene).
|
||||
FramePort can't fix that on its own; capture the game's shaders (the shader dump), play to the hang once more and
|
||||
send a problem report with diagnostics, so a shader fix can be added for this game.
|
||||
# triage keeps only the dump for the graphics API the session used (FrameBridge's swapchain formats)
|
||||
suggest: [adapter.vk_shader_dump, adapter.zink_shader_dump]
|
||||
report: true
|
||||
- id: space-warp-used
|
||||
pattern: 'xrCreateSwapchain \d+x\d+ format=(97|129) '
|
||||
unless: 'per-game: hide_space_warp=1'
|
||||
severity: info
|
||||
diagnosis: The game uses Meta's space warp (it renders half of its frames plus motion vectors, and the runtime makes
|
||||
up the rest). On the Frame that can make textures flicker, jump or smear while you move (for example Into The Radius 2,
|
||||
Metro Awakening). Turning it off makes the game render every frame itself.
|
||||
question: Did textures flicker, jump or smear while you moved?
|
||||
suggest: [adapter.hide_space_warp]
|
||||
- id: unity-runtime-msaa
|
||||
pattern: 'recommended MSAA level is [248]\. Switching to the recommended level'
|
||||
severity: info
|
||||
diagnosis: The game's OVRManager turns MSAA on at runtime (QualitySettings can't keep it off). On GLES this can
|
||||
hang the Frame's GPU or restart the headset; if it does, keep it off in the game's code.
|
||||
diagnosis: The game turns MSAA on at runtime, which can hang the Frame's GPU. Its OVRManager does this past QualitySettings; if the game hangs or the Frame restarts, keep it off in the game's code.
|
||||
suggest: [frame.unity_runtime_msaa_off]
|
||||
- id: runtime-input-crash
|
||||
pattern: 'vrclient\.so[^\n]*(UpdateActionStateInternal|sxr_xrSyncActions)'
|
||||
severity: fatal
|
||||
diagnosis: The Frame's runtime crashed in its controller-input code (xrSyncActions), typically right after the game
|
||||
got focus. sync_guard serialises input syncs and pauses them briefly after focus returns.
|
||||
diagnosis: The Frame's runtime crashed in its controller code, usually right after the game got focus. sync_guard runs input syncs (xrSyncActions) one at a time and pauses them briefly after focus returns.
|
||||
suggest: [adapter.sync_guard]
|
||||
- id: focus-dip-teleport
|
||||
pattern: 'OnVRPresence[^\n]*Teleport'
|
||||
severity: warning
|
||||
diagnosis: The game moves the player when the headset reports presence again, which the Frame's brief focus dips
|
||||
trigger (the view jumps). focus_hold hides dips under 600 ms.
|
||||
diagnosis: The view jumps because the game moves the player after the Frame's brief focus dips. The game reacts to the headset reporting presence again; focus_hold hides short dips.
|
||||
suggest: [adapter.focus_hold]
|
||||
- id: unity-vr-device-none
|
||||
pattern: 'NewtonVR.*(not setup properly|no headset found)|Loaded VR device: None|XR: Oculus could not be loaded'
|
||||
severity: fatal
|
||||
diagnosis: Unity didn't start its Oculus VR device (older Unity checks for Meta's system apps first), so the game
|
||||
runs as a hidden 2D app.
|
||||
diagnosis: Unity didn't start VR, so the game runs as a hidden 2D app. Older Unity checks for Meta's system apps before it starts its Oculus VR device.
|
||||
suggest: [frame.unity_oculus_check]
|
||||
- id: unity-frame-not-begun
|
||||
pattern: 'frame loop shim: frame \d+: the last waited frame wasn.t begun'
|
||||
severity: info
|
||||
diagnosis: Unity skipped beginning a frame, and FramePort's frame wait moved on instead of blocking the game. This happens while a scene loads; a few at each scene load are normal.
|
||||
suggest: []
|
||||
- id: sdl-no-clipboard
|
||||
pattern: 'ClipboardManager\.addPrimaryClipChangedListener|SDLClipboardHandler\.<init>'
|
||||
severity: fatal
|
||||
diagnosis: An SDL app (SDL2 / LÖVE) crashed at start because Lepton's Android has no clipboard service.
|
||||
diagnosis: The app crashed at start because the Frame's Android has no clipboard. SDL apps (SDL2 / LÖVE) need Android's clipboard service, which Lepton lacks.
|
||||
suggest: [frame.sdl_clipboard]
|
||||
- id: godot-no-clipboard
|
||||
pattern: 'non-null type android\.content\.ClipboardManager(?:.*\n){1,4}?.*at org\.godotengine\.godot\.Godot\b'
|
||||
severity: fatal
|
||||
diagnosis: The app crashed at start because the Frame's Android has no clipboard. Godot 4 apps (Godot 4.2 to 4.4) expect Android's clipboard service, which Lepton lacks.
|
||||
suggest: [frame.godot_clipboard]
|
||||
- id: controller-profile-rejected
|
||||
pattern: 'PATH_UNSUPPORTED.*xrSuggestInteractionProfileBindings|xrSuggestInteractionProfileBindings.*(-48|PATH_UNSUPPORTED)'
|
||||
severity: info
|
||||
diagnosis: The runtime rejected controller bindings for a profile it doesn't know (Meta's Touch Plus/Pro). Usually
|
||||
harmless (Meta's OVRPlugin suggests plain Touch too); a game that suggests only these gets them again as Touch
|
||||
(profile_remap, on by default; log "controller profile ... -> oculus/touch_controller").
|
||||
diagnosis: 'Usually harmless: the runtime rejected bindings for controllers it doesn''t know (Meta''s Touch Plus/Pro). OVRPlugin games suggest plain Touch too; a game that suggests only these gets them again as Touch (profile_remap, on by default; log "controller profile ... -> oculus/touch_controller").'
|
||||
suggest: []
|
||||
- id: input-call-failed
|
||||
pattern: 'input_diag: unsupported: (xrStringToPath|xrCreateAction|xrAttachSessionActionSets|xrSyncActions) ->'
|
||||
severity: warning
|
||||
diagnosis: 'Some controls may not work: the runtime refused one of the game''s controller-input calls. input_diag logged it; the line names the call, the result and the argument.'
|
||||
suggest: []
|
||||
- id: gl-shader-failed
|
||||
pattern: 'GLShim\s*: SHADER COMPILE FAILED|#extension directive is not allowed in the middle|could not implicitly convert operands'
|
||||
severity: error
|
||||
diagnosis: Shaders written for Quest drivers fail on Mesa (GLSL strictness).
|
||||
diagnosis: The game's shaders don't compile on the Frame, so parts of the picture are missing. Shaders written for Quest drivers fail on Mesa's stricter GLSL.
|
||||
suggest: [frame.gl_shim]
|
||||
- id: gl-multiview-twin-failed
|
||||
pattern: 'GLMV\s*: twin of program \d+(: stage| failed)'
|
||||
severity: warning
|
||||
diagnosis: The multiview interposer (frame.gl_multiview_fbo) couldn't build a single-view copy of one of the
|
||||
game's shader programs (the line has the compiler's message); draws of that program into flat panels (HUD,
|
||||
menus) still stay black. Please report it with the log; turning the patch off changes nothing else.
|
||||
suggest: []
|
||||
- id: vrapi-unsupported-layer
|
||||
pattern: 'OVRPortVrApi.*Unsupported VrApi layer type (\d+)'
|
||||
severity: error
|
||||
diagnosis: The game submits a VrApi layer type the bridge can't show; whole frames are dropped (black screen).
|
||||
diagnosis: The screen stays black because the game submits a layer the VrApi bridge can't show. Whole frames with that VrApi layer type are dropped.
|
||||
suggest: []
|
||||
- id: graphics-requirements-missing
|
||||
pattern: '(XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING|Failed to create XR session: -50\b|xrCreateSession[^\n]*-50\b)'
|
||||
severity: fatal
|
||||
diagnosis: The game creates its OpenXR session without asking for the graphics requirements first; Meta's runtime
|
||||
allows that, the Frame's doesn't (e.g. Lambda1VR). Current FrameBridge builds ask on the game's behalf and retry -
|
||||
rebuild the game.
|
||||
diagnosis: The game can't start VR on the Frame; rebuild it with the current FramePort. It creates its OpenXR session without asking for the graphics requirements first, which Meta's runtime allows and the Frame's doesn't (for example Lambda1VR); current FrameBridge builds ask on the game's behalf and retry.
|
||||
suggest: [frame.adapter]
|
||||
supersedes: [native-crash]
|
||||
- id: avatar-driver-missing
|
||||
pattern: 'OVRAvatar-Loader: DisplayErrorAndExit'
|
||||
severity: fatal
|
||||
diagnosis: Meta's avatar library can't find its driver (it needs Meta's Horizon app) and stops the game (e.g.
|
||||
BlazeRush). Replace it with a do-nothing library; the game runs without Meta avatars.
|
||||
diagnosis: Meta's avatar library stopped the game because it needs Meta's Horizon app. A do-nothing stand-in lets the game run without Meta avatars (for example BlazeRush).
|
||||
suggest: [frame.avatar_stub]
|
||||
supersedes: [native-crash, java-crash]
|
||||
- id: vrapi-fov-before-tracking
|
||||
pattern: 'OVRPortVrApi: FOV properties: [0-9.]+ x [0-9.]+ degrees \(default, nothing known before tracking\)'
|
||||
severity: info
|
||||
diagnosis: The game read the field of view right after starting VrApi, before the Frame's runtime could tell it, and
|
||||
got 90x90 degrees (a narrow, square view if it keeps that value, for example BlazeRush). The VrApi bridge saves the
|
||||
headset's real FOV for the next start (framebridge-vrapi-fov.txt in the game's files); start the game once more.
|
||||
suggest: []
|
||||
- id: gl-integer-attribs
|
||||
pattern: 'GLShim: int attribs: program \d+ location \d+: floats -> glVertexAttribIPointer'
|
||||
severity: info
|
||||
diagnosis: The game feeds integer shader inputs (for example bone indices) through glVertexAttribPointer; the GL shim
|
||||
sets them up as integers (gl_int_attribs), else the Frame's GL driver converts them to floats and skinned models
|
||||
vanish (for example BlazeRush's cars and controllers).
|
||||
suggest: []
|
||||
- id: vrapi-symbol-missing
|
||||
pattern: 'cannot locate symbol "vrapi_\w+"'
|
||||
severity: fatal
|
||||
diagnosis: The game needs a VrApi function its libvrapi.so doesn't have (e.g. BlazeRush before the bridge gained
|
||||
vrapi_PollEvent). Rebuild with the current FramePort; if it persists, report the function name.
|
||||
diagnosis: The game needs a VrApi function the VrApi bridge doesn't have. Rebuild with the current FramePort; if it persists, report the function name (for example BlazeRush before the bridge gained vrapi_PollEvent).
|
||||
suggest: []
|
||||
supersedes: [native-crash, java-crash, dlopen-failed]
|
||||
- id: vrapi-before-init
|
||||
pattern: 'VrApiLoader: vrapi_\w+ was called before vrapi_Initialize'
|
||||
severity: fatal
|
||||
diagnosis: Meta's VrApi loader stopped the game. Its OVRPlugin runs on OpenXR but still calls a VrApi function
|
||||
without starting VrApi (e.g. Jurassic World Aftermath); the VrApi bridge can't stand in for this loader.
|
||||
diagnosis: Meta's VrApi loader stopped the game. Its OVRPlugin runs on OpenXR but still calls a VrApi function without starting VrApi (for example Jurassic World Aftermath); the VrApi bridge can't stand in for this loader.
|
||||
suggest: [frame.vrapi_stub]
|
||||
supersedes: [direct-vrapi, native-crash]
|
||||
- id: direct-vrapi
|
||||
pattern: '(?<!called before )vrapi_Initialize|VrApi.*not supported|libvrapi\.so.*(not found|failed)'
|
||||
severity: warning
|
||||
diagnosis: The engine talks to VrApi directly; it needs the VrApi bridge.
|
||||
diagnosis: The game uses Meta's VrApi directly and needs the VrApi bridge.
|
||||
suggest: [frame.vrapi_bridge]
|
||||
- id: passthrough-missing
|
||||
pattern: 'XR_FB_passthrough.*(not supported|UNSUPPORTED|missing)|XR_ERROR_EXTENSION_NOT_PRESENT.*passthrough'
|
||||
severity: error
|
||||
diagnosis: The game needs Meta passthrough; the adapter emulates it.
|
||||
diagnosis: The game needs Meta passthrough (the camera view), which the Frame lacks; the adapter emulates it.
|
||||
suggest: [adapter.passthrough_emul, patch_force_passthrough]
|
||||
- id: render-model-requested
|
||||
pattern: 'dropped unsupported extension XR_FB_render_model'
|
||||
severity: info
|
||||
diagnosis: The game asks the headset for its controller models (XR_FB_render_model), which the Frame lacks, so it
|
||||
shows its own (Quest) controllers or none. The adapter can serve the Steam Frame controllers instead.
|
||||
diagnosis: The game shows Quest controllers (or none) because the Frame doesn't provide controller models. It asks for them through XR_FB_render_model; the adapter can serve the Frame's own controller models instead.
|
||||
suggest: [adapter.controller_models]
|
||||
- id: controller-models-missing
|
||||
pattern: 'FrameBridge: controller models not found'
|
||||
severity: warning
|
||||
diagnosis: Steam Frame controller models are on, but the converted models aren't in the game's files dir (the
|
||||
agent found no Frame controller render models in SteamVR at install time; see the install log, or run the
|
||||
agent's controller_models command).
|
||||
diagnosis: Frame controller models are on, but the converted models are missing from the game's files. The agent found no Frame controller render models in SteamVR at install time; see the install log, or run the agent's controller_models command.
|
||||
suggest: []
|
||||
- id: scene-missing
|
||||
# not OVRPlugin's routine "Unavailable OpenXR extension: XR_FB_scene" (printed by every OVRPlugin game)
|
||||
pattern: '(?<!Unavailable OpenXR extension: )XR_FB_scene|XR_FB_spatial_entity.*(not supported|UNSUPPORTED)|xrQuerySpacesFB'
|
||||
severity: warning
|
||||
diagnosis: The game uses the Meta scene (room) API; enable the adapter's guardian-based room emulation.
|
||||
diagnosis: The game wants Meta's room data (scene API), which the Frame lacks. The adapter can emulate a room from the guardian bounds.
|
||||
suggest: [adapter.scene_emul]
|
||||
- id: time-conversion
|
||||
pattern: 'xrConvert(Timespec)?Time(ToTimespec)?Time(KHR)?.*(-12|FUNCTION_UNSUPPORTED)'
|
||||
severity: warning
|
||||
diagnosis: Runtime lacks timespec time conversion (emulated by the current adapter build).
|
||||
diagnosis: The Frame's runtime lacks timespec time conversion; the current adapter build emulates it.
|
||||
suggest: [frame.adapter]
|
||||
- id: unreal-vulkan-driver-crash
|
||||
pattern: '#00 pc [^\n]*/vulkan\.freedreno\.so[\s\S]{0,3000}?lib(Unreal|UE4)\.so'
|
||||
severity: fatal
|
||||
diagnosis: The Frame's Vulkan driver crashed on a call from Unreal. Unreal 5 passes things Quest's driver ignores - a depth resolve in a subpass without a depth attachment (fixed by the Vulkan shim), image barriers and image views for a missing image when it expects fragment density maps (foveation) from the headset (e.g. Metro Awakening).
|
||||
diagnosis: 'The Frame''s Vulkan driver crashed on a call from Unreal. Unreal 5 passes things Quest''s driver ignores: a depth resolve in a subpass without a depth attachment (handled by the Vulkan shim), and image barriers and views for a missing image when it expects fragment density maps (foveation) from the headset (for example Metro Awakening).'
|
||||
suggest: [frame.vk_sanitize, adapter.vk_spec_fixes, adapter.vk_hide_fdm]
|
||||
supersedes: [native-crash]
|
||||
- id: unreal-fdm-missing
|
||||
pattern: 'vk shim: left out \d+ image barrier\(s\) without an image \(first: layout \d+ -> 1000218000'
|
||||
unless: 'vk shim: fragment density map extensions hidden'
|
||||
severity: warning
|
||||
diagnosis: Unreal expects fragment density maps (foveation) from the headset, which the Frame doesn't provide; its image views for them crash the Frame's driver a few seconds later (e.g. Metro Awakening).
|
||||
diagnosis: 'The game will likely crash a few seconds in: Unreal expects foveation data the Frame doesn''t provide. Its image views for the missing fragment density maps crash the Frame''s driver (for example Metro Awakening).'
|
||||
suggest: [adapter.vk_hide_fdm]
|
||||
- id: fossilize-renderpass
|
||||
pattern: '#0\d pc [^\n]*libVkLayer_fossilize\.so[\s\S]{0,4000}?FVulkanRenderPass::FVulkanRenderPass'
|
||||
severity: fatal
|
||||
diagnosis: Lepton's Fossilize layer crashed while recording a render pass (the engine leaves an attachment reference's pNext uninitialized).
|
||||
diagnosis: A Vulkan layer in Lepton (Fossilize) crashed while the game set up its graphics. The engine leaves an attachment reference's pNext uninitialized, and Fossilize follows it while recording a render pass.
|
||||
suggest: [frame.vk_sanitize]
|
||||
supersedes: [native-crash]
|
||||
- id: equirect-layers-dropped
|
||||
pattern: 'new layer: type=100009100\d [^\n]*usable=0|new layer: type=1000018000 [^\n]*usable=0'
|
||||
severity: warning
|
||||
diagnosis: The game shows 360° (equirect) layers, e.g. a video player's theatre or 360° videos, which the Frame's
|
||||
runtime can't composite, so they are missing. GLES games can get them back as panels around the player.
|
||||
diagnosis: The game's 360° pictures (for example a video player's theater or 360° videos) are missing because the Frame's runtime can't show equirect layers. GLES games can get them back through the adapter.
|
||||
suggest: [adapter.equirect_emul]
|
||||
- id: equirect-emul-disabled
|
||||
pattern: 'equirect_emul: (disabled|drawing failed|not a GLES session)'
|
||||
severity: warning
|
||||
diagnosis: The 360° layer emulation switched itself off for this session (no shared GLES context, or drawing
|
||||
failed); the 360° layers are dropped as without it. See the lines before it in the log.
|
||||
diagnosis: The 360° layer emulation switched itself off for this session, so 360° pictures are missing. No shared GLES context, or drawing failed; see the lines before it in the log.
|
||||
suggest: []
|
||||
- id: swapchain-size-abort
|
||||
pattern: '#01 pc [^\n]*libopenxr_loader\.so \(xrCreateSwapchain\+|Wrong createInfo size'
|
||||
severity: fatal
|
||||
diagnosis: overport's OpenXR dispatcher aborted on a swapchain larger than 4096 px (video players, big textures).
|
||||
diagnosis: The game crashed creating a very large image (over 4096 px, for example in video players). OVRPort's OpenXR dispatcher aborts on such swapchains.
|
||||
suggest: [frame.swapchain_limit]
|
||||
supersedes: [native-crash]
|
||||
- id: ovr-microphone-crash
|
||||
pattern: 'ovr_Microphone_GetOutputBufferMaxSize\+'
|
||||
severity: fatal
|
||||
diagnosis: The game asked OVRPort's Meta platform library for the microphone buffer size before starting the
|
||||
microphone, and the library read the not-yet-opened audio stream (SIGSEGV in libaaudio.so, e.g. Unreal's Oculus
|
||||
voice chat a few seconds after the logo).
|
||||
diagnosis: The game crashed while setting up the microphone (for example Unreal's Oculus voice chat a few seconds after the logo). It asks OVRPort's Meta platform library for the microphone buffer size before starting the microphone, and the library reads the not-yet-opened audio stream (SIGSEGV in libaaudio.so).
|
||||
suggest: [frame.ovr_microphone]
|
||||
supersedes: [native-crash]
|
||||
- id: slz-vulkan-hook-crash
|
||||
pattern: 'SLZ Graphics plugin loading![\s\S]{0,20000}?E CRASH : .*pc 0000000000000000'
|
||||
severity: fatal
|
||||
diagnosis: The game's own graphics plugin crashes or hangs it before the first frame (for example BONELAB 1.2974). Stress Level Zero's plugin (libSLZQuestNative.so) hooks Unity's Vulkan start-up and calls an invalid function there on the Frame.
|
||||
suggest: [frame.slz_vulkan_hooks]
|
||||
supersedes: [java-crash, native-crash]
|
||||
- id: vivox-api31
|
||||
pattern: 'NoSuchMethodError: No virtual method \w*CommunicationDevice\w*\(.*Landroid/media/AudioManager'
|
||||
severity: fatal
|
||||
diagnosis: The game's Vivox voice-chat SDK calls Android 12 audio-routing methods (AudioManager communication devices) without checking the Android version; Lepton runs Android 11, so the app crashes (for example Green Hell VR). The patch makes Vivox's audio-route check return early (voice chat keeps the default route).
|
||||
suggest: [frame.vivox_audio_route]
|
||||
supersedes: [java-crash]
|
||||
- id: unreal-obb-check-stuck
|
||||
pattern: 'Displayed \S+/\S*DownloaderActivity\b'
|
||||
# the downloader returned (the engine's main init resumed, OpenXR started) or the game crashed (its own finding)
|
||||
unless: 'xrCreateInstance|xrCreateSession|FrameBridge: pacing:|Resuming main init|Fatal signal \d+|FATAL EXCEPTION'
|
||||
severity: fatal
|
||||
diagnosis: >-
|
||||
The game stays on Unreal's OBB check screen (DownloaderActivity), which the Frame doesn't show, and never
|
||||
starts VR (for example Contractors, GitHub #159). Unreal checks that the data file (.obb) has the name and size
|
||||
this APK expects, and with bVerifyOBBOnStartUp it also reads the whole file to check it; a failed check waits
|
||||
on an error screen. "Unreal - start without the OBB check" skips the content check. If the game still stops
|
||||
here, the OBB doesn't match this APK version - copy the APK and the OBB from the same install, add the game
|
||||
again and reinstall.
|
||||
suggest: [frame.unreal_skip_obb_check]
|
||||
- id: native-crash
|
||||
pattern: 'Fatal signal (\d+) \(SIG[A-Z]+\)'
|
||||
severity: fatal
|
||||
diagnosis: Native crash. See the backtrace (#00 pc ...) for the library.
|
||||
diagnosis: The game crashed. The backtrace (#00 pc ...) names the library.
|
||||
suggest: []
|
||||
- id: java-crash
|
||||
pattern: 'FATAL EXCEPTION'
|
||||
severity: fatal
|
||||
diagnosis: Java crash. See "Caused by".
|
||||
diagnosis: The game's Java code crashed. See "Caused by" in the log.
|
||||
suggest: []
|
||||
- id: dlopen-failed
|
||||
pattern: 'dlopen failed: (.*)'
|
||||
severity: info
|
||||
diagnosis: A native library failed to load. Usually an optional probe (libOVRMrcLib, libovraudio32, …); it only
|
||||
matters when a crash or UnsatisfiedLinkError abort follows.
|
||||
diagnosis: 'Usually harmless: a native library failed to load. Often an optional probe (libOVRMrcLib, libovraudio32, …); it only matters when a crash or UnsatisfiedLinkError follows.'
|
||||
suggest: []
|
||||
- id: keyring-quota
|
||||
pattern: 'create keyring .*Disk quota exceeded'
|
||||
severity: fatal
|
||||
diagnosis: The Frame ran out of kernel keys (rootless podman leaks one session keyring per container start). The
|
||||
FramePort agent sets keyring=false in ~/.config/containers/containers.conf; reboot the Frame to free the leaked keys.
|
||||
diagnosis: 'Games can''t start until the Frame restarts: it ran out of kernel keys. Rootless podman leaks one session keyring per container start; the FramePort agent sets keyring=false in ~/.config/containers/containers.conf, and a reboot frees the leaked keys.'
|
||||
suggest: []
|
||||
- id: container-not-started
|
||||
pattern: "is not a running context|OCI runtime error"
|
||||
unless: 'Boot complete!' # Lepton 3.x prints the error while its container is still starting, then boots fine
|
||||
severity: fatal
|
||||
diagnosis: The Lepton container failed to start (see the error above it in launch.log).
|
||||
diagnosis: The game's Android container (Lepton) failed to start. See the error above it in launch.log.
|
||||
suggest: []
|
||||
- id: unity-data-missing
|
||||
pattern: 'Unable to open archive file|is corrupted! Remove it and launch unity again|Failed to read data for the AssetBundle'
|
||||
severity: fatal
|
||||
diagnosis: The game can't read its own data files (OBB/data folder) - they are incomplete or from another version of the game than the APK. Copy the whole data folder again from the same install as the APK, add the game again and reinstall.
|
||||
suggest: []
|
||||
- id: permission-denied-save
|
||||
pattern: 'Permission denied.*(Android/data|/sdcard)|EACCES.*Android/data'
|
||||
severity: warning
|
||||
diagnosis: The game created folders it can't write (saves break). The FramePort launcher repairs permissions every 2 s.
|
||||
diagnosis: The game can't write some of its folders, so saves may break. The FramePort launcher repairs permissions every 2 s.
|
||||
suggest: []
|
||||
# ---- PC VR (Oculus Rift games under Revive; on the Frame under Proton). kind: pcvr = only for those logs
|
||||
- id: proton-missing-runtime
|
||||
kind: pcvr
|
||||
pattern: 'needs Steam app \d+ \(runtime\)|_v2-entry-point: (No such file|not found)'
|
||||
severity: fatal
|
||||
diagnosis: The Steam Linux Runtime that Proton needs isn't installed on the Frame.
|
||||
diagnosis: Proton can't start because the Steam Linux Runtime it needs isn't installed on the Frame.
|
||||
suggest: []
|
||||
- id: revive-inject-failed
|
||||
kind: pcvr
|
||||
pattern: 'Failed to create process'
|
||||
severity: fatal
|
||||
diagnosis: Revive's injector could not start the game (wrong exe path, or a 32-bit/64-bit mismatch).
|
||||
diagnosis: 'Revive couldn''t start the game: wrong exe path, or a 32-bit/64-bit mismatch.'
|
||||
suggest: []
|
||||
- id: oculus-hmd-event
|
||||
kind: pcvr
|
||||
pattern: 'FramePort oculushmd: could not (create the OculusHMDConnected event|start the command)'
|
||||
severity: error
|
||||
diagnosis: FramePort's Oculus detection helper couldn't provide the OculusHMDConnected event (or couldn't start the game). Unreal's Oculus plugin then skips VR silently and the game runs as a flat window.
|
||||
diagnosis: The game runs as a flat window because FramePort's Oculus detection helper failed. It couldn't provide the OculusHMDConnected event (or couldn't start the game), so Unreal's Oculus plugin skips VR silently.
|
||||
suggest: [pcvr.oculus_unreal, pcvr.proton_log]
|
||||
- id: openxr-no-runtime
|
||||
kind: pcvr
|
||||
# (not the loader's 'xrCreateInstance failed': Proton's own OpenXR probe fails once and retries on the Frame)
|
||||
pattern: 'XR_ERROR_RUNTIME_(UNAVAILABLE|FAILURE)|No OpenXR runtime|OpenXR runtime (is )?not (found|available)|failed to (create|initialize) (the )?OpenXR'
|
||||
severity: fatal
|
||||
diagnosis: No OpenXR runtime reached the game. On a PC start SteamVR (or set it as the OpenXR runtime); on the Frame Proton couldn't bridge to the Frame runtime.
|
||||
diagnosis: No VR runtime reached the game. On a PC, start SteamVR (or set it as the OpenXR runtime); on the Frame, Proton couldn't bridge to the Frame's runtime.
|
||||
suggest: []
|
||||
- id: openxr-missing-ext
|
||||
kind: pcvr
|
||||
pattern: 'XR_ERROR_EXTENSION_NOT_PRESENT|XR_KHR_D3D11_enable.*(not|unsupported)'
|
||||
severity: fatal
|
||||
diagnosis: The OpenXR runtime lacks an extension Revive requires (XR_KHR_D3D11_enable / win32 time conversion).
|
||||
diagnosis: The VR runtime lacks a feature Revive needs (XR_KHR_D3D11_enable or win32 time conversion).
|
||||
suggest: [pcvr.xr_timefix, pcvr.revive_openvr]
|
||||
- id: openxr-api-version
|
||||
kind: pcvr
|
||||
pattern: 'LoaderInstance::CreateInstance chained CreateInstance call failed|XR_ERROR_API_VERSION_UNSUPPORTED|Unable to load LibOVRRT DLL'
|
||||
severity: fatal
|
||||
diagnosis: Proton's VR setup couldn't create an OpenXR instance (the Frame's SteamVR runtime only accepts OpenXR 1.0 apps; Proton asks for 1.1), so the game got no VR — a flat window, or Revive fails with "Unable to load LibOVRRT DLL".
|
||||
diagnosis: The game got no VR, so it runs as a flat window or Revive fails. Proton asks for OpenXR 1.1 but the Frame's SteamVR runtime only accepts 1.0 apps (Revive then reports "Unable to load LibOVRRT DLL").
|
||||
suggest: [pcvr.xr_timefix]
|
||||
- id: openxr-time-conversion
|
||||
kind: pcvr
|
||||
pattern: 'xrConvert(TimespecTimeToTime|TimeToTimespecTime)KHR failed|XR_KHR_convert_timespec_time not available'
|
||||
severity: error
|
||||
diagnosis: The OpenXR runtime refused time conversion, which Proton needs for Windows games' performance-counter times.
|
||||
diagnosis: The VR runtime refused a time conversion that Proton needs for Windows games' performance-counter times.
|
||||
suggest: [pcvr.xr_timefix]
|
||||
- id: delayload-missing
|
||||
kind: pcvr
|
||||
pattern: '[Ee]xception:? 0xc06d007e|code=c06d007e'
|
||||
severity: fatal
|
||||
diagnosis: A DLL the game loads on demand is missing (Windows delay-load error). For Oculus Store games this is usually LibOVRPlatform64_1.dll, the Oculus Platform SDK that the Oculus app installs for the licence check; FramePort doesn't replace it, so such games need the Oculus app (PC mode).
|
||||
diagnosis: A DLL the game needs is missing, so it closes at once. For Oculus Store games this is usually LibOVRPlatform64_1.dll, the Oculus Platform SDK that the Oculus app installs for the license check; FramePort doesn't replace it, so such games need the Oculus app (PC mode).
|
||||
suggest: []
|
||||
supersedes: [unreal-crash, wine-crash] # the crash is this missing DLL; don't send the user after other fixes
|
||||
- id: oculus-entitlement
|
||||
kind: pcvr
|
||||
pattern: '(?i)entitlement (check )?fail|ovr_PlatformInitialize.*(fail|error)|ovrPlatformInitialize_(NotEntitled|Uninitialized|PreLoaded|FileInvalid|SignatureInvalid|UnableToVerify)'
|
||||
severity: fatal
|
||||
diagnosis: The Oculus Platform SDK entitlement check failed. The game needs the Oculus app running with a license you own (PC mode only).
|
||||
diagnosis: The game's Oculus license check failed. It needs the Oculus app running with a license you own (PC mode only).
|
||||
suggest: []
|
||||
- id: vcruntime-missing
|
||||
kind: pcvr
|
||||
@@ -307,39 +423,56 @@ signatures:
|
||||
kind: pcvr
|
||||
pattern: 'DXVK: .*(DEVICE_LOST|Device lost)|VK_ERROR_DEVICE_LOST'
|
||||
severity: fatal
|
||||
diagnosis: The GPU driver lost the device while running the game (D3D through DXVK on freedreno).
|
||||
diagnosis: The GPU stopped responding while running the game (D3D through DXVK on freedreno).
|
||||
suggest: [pcvr.proton_log]
|
||||
- id: unreal-crash
|
||||
kind: pcvr
|
||||
pattern: 'CrashReportClient|UE4CC-Windows|UECC-Windows|Fatal error!|Unhandled Exception: EXCEPTION'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed (Unreal's crash reporter started). See the game log and crash summary in the log. Common causes are that no VR runtime reached the game (Revive off) or a GPU or driver problem under Proton.
|
||||
diagnosis: The game crashed (Unreal's crash reporter started). Common causes are that no VR runtime reached the game (Revive off) or a GPU or driver problem under Proton; see the game log and crash summary in the log.
|
||||
suggest: [pcvr.revive, pcvr.proton_log, pcvr.no_crash_reporter]
|
||||
- id: unity-vr-init
|
||||
kind: pcvr
|
||||
pattern: '(?i)OpenVR failed initialization|VRInitError_(?!None\b)\w+|Initialization of device \w+ failed|Failed to (load|initialize|start) (VR|XR|OpenVR|Oculus)\b'
|
||||
severity: error
|
||||
diagnosis: The game's Unity log shows that a VR device failed to start. Unity games built for both the Oculus and the SteamVR (OpenVR) runtime choose one with an argument; without it they may try Oculus, which the Frame doesn't have, and run without VR or quit. Start the game with -vrmode OpenVR (Game arguments).
|
||||
suggest: [pcvr.launch_args]
|
||||
- id: unity-crash
|
||||
kind: pcvr
|
||||
pattern: 'Crash!!!|caused an Access Violation|caused an Unhandled Exception'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed (Unity's crash handler wrote a report; the Unity log in the launch log shows the stack). Common causes are that no VR runtime reached the game or a GPU or driver problem under Proton.
|
||||
suggest: [pcvr.proton_log]
|
||||
supersedes: [wine-crash]
|
||||
- id: wine-crash
|
||||
kind: pcvr
|
||||
pattern: 'Unhandled exception: page fault|wine: Unhandled|Backtrace:'
|
||||
severity: error
|
||||
diagnosis: The game crashed under Wine/Proton (set the Proton debug log and check steam-<appid>.log).
|
||||
diagnosis: The game crashed under Wine/Proton. Turn on the Proton debug log and check steam-<appid>.log.
|
||||
suggest: [pcvr.proton_log]
|
||||
|
||||
- id: save-folder-permission
|
||||
pattern: "(We don't have write permission to|UnauthorizedAccessException: Access to the path \"/(sdcard|storage/emulated/0)/Android/data/)"
|
||||
severity: error
|
||||
diagnosis: The game can't write to a folder it created in its storage (e.g. SUPERHOT's cloud/data, mode 1700, which
|
||||
makes it quit at start). FramePort's launcher (agent 41 or newer) gives such folders owner and group write
|
||||
permission before and during every launch; update the game on the Frame (reinstall) to get the new launcher.
|
||||
diagnosis: The game can't write to a folder it created, so it may quit at start (for example SUPERHOT's cloud/data, mode 1700). FramePort's launcher (agent 41 or newer) gives such folders owner and group write permission before and during every launch; reinstall the game to get the new launcher. A folder the game creates and checks in the same moment on its very first start can't be repaired in time, so start the game again.
|
||||
suggest: []
|
||||
- id: surface-swapchain-emulated
|
||||
pattern: 'surface_emul: emulated Android surface swapchain'
|
||||
severity: info
|
||||
diagnosis: The game plays a video on a panel through an Android Surface (XR_KHR_android_surface_swapchain), which the
|
||||
Frame's runtime refuses; FrameBridge emulates it (surface_emul) and copies each video frame into the panel.
|
||||
diagnosis: The game plays video on a panel through an Android Surface, which FrameBridge emulates. The Frame's runtime refuses XR_KHR_android_surface_swapchain; surface_emul copies each video frame into the panel.
|
||||
suggest: []
|
||||
- id: surface-swapchain-failed
|
||||
pattern: 'surface_emul: (setup failed|upload failed|EGL context failed|Vulkan upload path unavailable)'
|
||||
severity: warning
|
||||
diagnosis: FrameBridge couldn't emulate an Android video panel (XR_KHR_android_surface_swapchain); the panel stays
|
||||
empty, and a game waiting for its intro video may stay black (e.g. I Am Monkey's intro).
|
||||
diagnosis: A video panel stays empty, and a game waiting for its intro video may stay black (for example I Am Monkey's intro). FrameBridge couldn't emulate the Android video panel (XR_KHR_android_surface_swapchain).
|
||||
suggest: []
|
||||
- id: hw-video-decoder-busy
|
||||
pattern: 'Iris \S+ unavailable; keeping Android|Iris \S+ initialization failed \(-1[26]\); using software'
|
||||
severity: info
|
||||
diagnosis: FramePort's hardware video decoder (frame.hw_video_decode) couldn't open a session, because other
|
||||
decoder sessions held the hardware (Steam's own hardware video decoding, SteamVR's link while a game starts);
|
||||
the video was decoded in software instead, which is slow for 4K/8K. Turn off hardware video decoding in Steam's
|
||||
settings, restart Steam, then start the game again.
|
||||
suggest: []
|
||||
milestones: # progress markers, in order; the furthest one reached is reported
|
||||
- {id: pcvr-launch, kind: pcvr, pattern: 'FramePort: launching|Launched injector with', label: Launcher started}
|
||||
|
||||
+22
-33
@@ -1,20 +1,6 @@
|
||||
# Architecture
|
||||
|
||||
```
|
||||
┌──────── UI (Flet, ui/: app shell + views/) ─────┐ ┌── CLI (cli.py) ──┐
|
||||
└───────────────────────┬─────────────────────────┘ └────────┬─────────┘
|
||||
▼ ▼
|
||||
pipeline.py (add → suggest → build → install → test)
|
||||
┌──────────────┬──────────────┼───────────────┬───────────────┬──────────────┐
|
||||
sources/ analysis/ recommend/ build.py targets/ validate/
|
||||
quest_dump detect, elf catalog, engine overport → base.Target static, device,
|
||||
rift_dump stubgen, rift (+ catalog/*.yaml) patches(apk) → frame_lepton triage (+triage.yaml)
|
||||
apk/sign pc_revive
|
||||
│ │ │
|
||||
patches/ registry tools/ toolchain frame/ ssh, discovery, pairing
|
||||
overport, frame/*, (JRE, overport, install/installer ──► agent (on Frame)
|
||||
settings apksigner)
|
||||
```
|
||||

|
||||
|
||||
## Data flow for one game
|
||||
1. **Source** (`sources/quest_dump.py`): folder with an APK and optional `<package>/` or `obb/` data.
|
||||
@@ -23,7 +9,7 @@
|
||||
3. **Recipe** (`recommend/engine.py`): every patch's `detect()` suggests itself with a reason; a catalog entry (exact
|
||||
known-good recipe) overrides heuristics. The UI shows toggles; the user confirms.
|
||||
4. **Build** (`build.py`): overport CLI (OVRPort; defaults + extras) → apk-stage patches in `order` on an
|
||||
`ApkWorkspace` → apksigner (with the package's own keystore) → static validation. Optional alternate build (e.g.
|
||||
`ApkWorkspace` → apksigner (with the package's own keystore) → static validation. Optional alternate build (for example
|
||||
without Unreal ForceQuit).
|
||||
5. **Install** (`install/installer.py` + `agent/frameport_agent.py`): `prepare` (paths, what's already there) → SFTP
|
||||
uploads with resume → `finalize` (move into place, settings.conf/framebridge.conf, device files, launch.sh,
|
||||
@@ -33,8 +19,13 @@
|
||||
`triage.py` (milestones + signatures → suggested patches) → UI offers "apply suggestions and rebuild".
|
||||
|
||||
## Extending
|
||||
- **New fix**: `patches/frame/<name>.py` with a `Patch` subclass (`detect`, `apply`, optional `validate`), plus a
|
||||
- **New patch**: `patches/frame/<name>.py` with a `Patch` subclass (`detect`, `apply`, optional `validate`), plus a
|
||||
signature in `catalog/triage.yaml` and a PLAYBOOK row. Stages: `overport` | `apk` | `install`.
|
||||
- **Upstream fixed a bug we work around**: register an `UpstreamFix` (`patches/upstream.py`) in the workaround's
|
||||
module: a probe that finds the fix in OVRPort's output (True / False / None = can't tell). Each build runs the probes
|
||||
on the converted APK and leaves out the workarounds whose fix is there (log "not needed: …", `build.superseded`,
|
||||
left out of settings.conf at install; game page and `frameport show` say so). The recipe keeps asking for the fix,
|
||||
so builds made with an older runtime keep the workaround. `FRAMEPORT_KEEP_WORKAROUNDS=1` turns it off.
|
||||
- **New heuristic**: put it in the patch's `detect()` (and `applies()` for visibility), with the evidence in the
|
||||
reason text; check `scripts/eval_heuristics.py` still reproduces the catalog and add a test in
|
||||
`tests/test_heuristics.py`.
|
||||
@@ -60,21 +51,19 @@ apart. "Build" = `pipeline.prepare_rift` (checks + Revive). Revive is a portable
|
||||
run `frameport parity` to see which games change.
|
||||
|
||||
## Self-update (`updates.py`, `ui/updater.py`, `cli.py update`)
|
||||
```
|
||||
check() GitHub releases/latest (cached 6 h, drafts/prereleases skipped, "skipped" version remembered)
|
||||
│ → Update(version, notes = release body incl. "What's new" from the annotated tag, asset for this OS, sums, wheel)
|
||||
▼
|
||||
install_kind() bundle (running exe inside FramePort.exe's folder / FramePort.app / FramePort/FramePort)
|
||||
│ source (git checkout) → git pull --ff-only + uv sync wheel (uv tool / pipx / pip) → reinstall wheel
|
||||
▼ bundle
|
||||
prepare() <data>/updates/<ver>/: download → SHA256SUMS.txt check → extract to staged/ (ditto on macOS) → layout check
|
||||
│ → Windows: same Authenticode signer as the running exe → ready.json
|
||||
▼
|
||||
apply() writes <data>/updates/apply.{ps1,sh}, starts it detached; FramePort quits. The script waits for the pid,
|
||||
Windows: backs up the files it replaces (updates/<ver>/previous) and copies over the folder (the zip has
|
||||
no folder of its own); macOS/Linux: mv target → .old, staged → target, rollback on failure, clears the
|
||||
quarantine; then relaunches. Log: <data>/logs/update.log.
|
||||
```
|
||||

|
||||
|
||||
- `check()`: GitHub releases/latest, cached 6 h → `Update(version, notes = the release body incl. "What's new" from
|
||||
the annotated tag, the asset for this OS, sums, wheel)`.
|
||||
- `install_kind()`: **bundle** = the running exe sits in FramePort.exe's folder / FramePort.app / FramePort/FramePort;
|
||||
**source** = a git checkout (`git pull --ff-only` + `uv sync`); **wheel** = uv tool / pipx / pip (reinstalls the
|
||||
release's wheel).
|
||||
- `prepare()` (bundle): `<data>/updates/<ver>/`: download → SHA256SUMS.txt check → extract to `staged/` (ditto on
|
||||
macOS) → layout check → on Windows the same Authenticode signer as the running exe → `ready.json`.
|
||||
- `apply()`: writes `<data>/updates/apply.{ps1,sh}` and starts it detached; FramePort quits. The script waits for the
|
||||
pid. Windows: backs up the files it replaces (`updates/<ver>/previous`) and copies over the folder (the zip has no
|
||||
folder of its own). macOS/Linux: `mv` target → `.old`, staged → target, rollback on failure, clears the quarantine.
|
||||
Then it relaunches FramePort. Log: `<data>/logs/update.log`.
|
||||
GUI: background check 10 s after start + every 6 h → sidebar card + Library bar → dialog with notes → job
|
||||
`app-update` (waits for other jobs) → restart. "Install updates automatically": prepare in the background, apply in
|
||||
`main()` before the window opens. CLI: once-a-day hint from the cached result (a daemon thread refreshes it), `frameport
|
||||
@@ -101,4 +90,4 @@ FramePort is a front end for other projects; most of the functionality comes fro
|
||||
| OculusDB, Steam store | Game descriptions, genres and artwork |
|
||||
|
||||
FramePort's own parts: game detection and recipes, the Steam Frame OpenXR adapter (FrameBridge) and the other native
|
||||
fixes in `native/`, the installer agent that runs on the Frame, and the desktop/command-line app.
|
||||
patches in `native/`, the installer agent that runs on the Frame, and the desktop/command-line app.
|
||||
+11
-20
@@ -1,30 +1,21 @@
|
||||
# Compatibility
|
||||
|
||||
The built-in catalog has tested settings for games, each marked as working, working with known issues, or not
|
||||
running on the Frame: see the [list of tested games](GAMES.md) (recipes in [catalog/games](../catalog/games)).
|
||||
Other games get suggested patches from detection rules; each suggestion states its reason, and every patch can be
|
||||
switched on or off under **Customize**: described in plain words, with **Show technical details** for the exact
|
||||
effect of each patch.
|
||||
FramePort's catalog has a tested recipe (the patches and settings that work) for many games, each marked as working,
|
||||
working with issues or not running: see the [list of tested games](GAMES.md). Other games get suggested patches,
|
||||
each with its reason. Every patch can be switched on or off under **Customize** on the game's page.
|
||||
|
||||
Tried an untested game? Its page asks how it runs; **Share working config…** opens a prefilled GitHub issue so your
|
||||
recipe can join the built-in catalog for everyone.
|
||||
Got a game working? [Share its recipe](INSTALL.md#share-a-recipe-or-report-a-problem).
|
||||
|
||||

|
||||
|
||||
| Kind of app | On the Steam Frame |
|
||||
| Kind of game | On the Steam Frame |
|
||||
|---|---|
|
||||
| Meta Quest games (APK) | Translated to OpenXR (OVRPort) and patched for the Frame; run in Valve's Android runtime (Lepton) |
|
||||
| Other Android VR apps using OpenXR (e.g. Pico builds) | Translated the same way; the other headset's own extensions and store services aren't available |
|
||||
| Ordinary Android apps and games (no VR) | Installed unchanged and shown as a flat window in the headset |
|
||||
| PC VR games (Windows; OpenXR, SteamVR or Oculus) | Run through Proton on the Frame (experimental), or on a Windows PC with SteamVR and streamed to the Frame; Oculus-only games use Revive |
|
||||
| Can't run | 32-bit-only or x86-only APKs, Pico/HTC Wave SDK apps, Android XR apps, and games that check an Oculus licence (they need the Oculus app on a PC) |
|
||||
| Quest games | Converted to OpenXR (the VR standard the Frame uses) by OVRPort and patched; they run in Lepton, Valve's Android runtime |
|
||||
| Other Android VR apps using OpenXR (for example Pico builds) | Converted the same way; the other headset's own features and store services aren't available |
|
||||
| Android apps without VR | Installed unchanged and shown as a window in the headset |
|
||||
| PC VR games | On the Frame through Proton (experimental), or on your PC and streamed to the Frame: see [PC VR games](INSTALL.md#pc-vr-games) |
|
||||
| Can't run | 32-bit-only or x86-only Android apps, apps for Pico's or HTC's own VR system, Android XR apps, and games that check their license through the Oculus app |
|
||||
|
||||
Automated launch tests confirm that a game starts; visuals can only be checked in the headset.
|
||||
Automatic launch tests show that a game starts; only the headset shows whether it looks right.
|
||||
|
||||

|
||||
|
||||
The **Files** tab manages files on the Frame: upload videos, documents, mods or saves from the computer (buttons or
|
||||
drag-and-drop), download, rename and delete (one entry or a selection), in the shared folders every game sees or in
|
||||
one game's own storage.
|
||||
|
||||

|
||||
+19
-6
@@ -1,14 +1,14 @@
|
||||
# Diagnostics bundles and shared recipes
|
||||
# Diagnostics and problem reports
|
||||
|
||||
Two ways users feed results back, both without a GitHub token:
|
||||
|
||||
- **Share working config** (game menu, `frameport share-recipe <pkg>`): saves the recipe as a user catalog entry and
|
||||
- **Share working recipe…** (game menu, `frameport share-recipe <pkg>`): saves the recipe as a user catalog entry and
|
||||
opens a prefilled issue from `.github/ISSUE_TEMPLATE/working-config.yml`. A maintainer checks it and adds the label
|
||||
`catalog-accepted`. Then `.github/workflows/catalog-from-issue.yml` runs `scripts/catalog_from_issue.py`, which reads
|
||||
only the YAML block, validates it, and writes `catalog/games/<pkg>.yaml`, and the workflow opens a PR.
|
||||
- The PR step needs Settings → Actions → "Allow GitHub Actions to create and approve pull requests".
|
||||
- Create the labels `working-config`, `catalog-accepted` and `bug` once.
|
||||
- **Report a problem / Collect logs** (game menu, Settings, the failure pop-up, `frameport diag report|collect`): writes
|
||||
- **Report a problem…** / **Collect logs** (game menu, Settings, the failure pop-up, `frameport diag report|collect`): writes
|
||||
a redacted zip and opens a prefilled `bug-report.yml` issue.
|
||||
- GitHub has no API for issue attachments, so the user drags the zip in (25 MB max; the bundle stays under 24 MB).
|
||||
- Prefilled links are capped at about 7.5k characters. Free text is trimmed first; the recipe is never cut.
|
||||
@@ -38,8 +38,21 @@ games/<pkg>/package/ stand-in for the game files (no content):
|
||||
games/<pkg>/target/ from the Frame (or the PC): launch.sh, settings.conf, deployment.json, launch.log,
|
||||
launch-test.log (PC VR), lepton-steamlaunch-<appid>.log, logcat-{main,crash,system,...}.log,
|
||||
ReviveInjector.txt / steam-<appid>.log / game-log-N.txt (PC VR), files.json (+ missing)
|
||||
(game-log-N.txt: Unreal Saved/Logs + crash summaries, Unity Player.log / Player-prev.log /
|
||||
output_log.txt + crash error.log from the Proton prefix, agent v67)
|
||||
games/<pkg>/target/shaders/ shader dumps (agent v72), when the game wrote any:
|
||||
fp_vk_shaders/ adapter vk_shader_dump=1 (Vulkan shim): <size>_<sha256>.spv + index.txt
|
||||
fp_spirv/ adapter zink_shader_dump=1 (OpenGL ES, shader-fix layer under Zink): <size>_<sha256>.spv
|
||||
```
|
||||
Each log keeps at most its last 4 MB (2 MB per file from the Frame).
|
||||
Each log keeps at most its last 4 MB (2 MB per file from the Frame). Shader dumps, SPIR-V unchanged (compiled game
|
||||
shaders, not redacted): Vulkan (agent v74) every module the game's newest run (the last `# start` in `index.txt`)
|
||||
created, last used first, each up to 4 MB and up to 30 MB in all, with that run's index lines, so a module created
|
||||
well before a GPU hang comes along too (if the zip would pass 24 MB, the least recently used ones are left out
|
||||
after the logs were cut); OpenGL ES (no index): the newest modules (by time written) up to 4 MB.
|
||||
`index.txt` (Vulkan) lists every vkCreateShaderModule as
|
||||
`<seq> <ms since the first module> <unix ms> <size>_<sha256>.spv new|known|again|failed`; match the unix time with
|
||||
the kernel's `hangcheck detected gpu lockup` line (this-boot-kernel.txt). All modules stay in the game's storage on
|
||||
the Frame (`Android/data/<pkg>/files/fp_vk_shaders/`, Files tab → the game's storage).
|
||||
|
||||
## Redaction
|
||||
`diag/redact.py` runs on every file and on the issue text.
|
||||
@@ -47,14 +60,14 @@ Each log keeps at most its last 4 MB (2 MB per file from the Frame).
|
||||
saved Frame addresses → `<host>`, Steam account ids from the Frame's `info` and the PC's Steam → `<steam-id>`, the
|
||||
folders holding the user's game dumps → `<source>`.
|
||||
- **Patterns:** IPv4 addresses (first octet ≥ 10, so version numbers survive), IPv6, MAC, SteamID64, `userdata/<id>`,
|
||||
e-mail addresses (file names like `x@123.txt` excluded), and any `/home/<u>`, `/Users/<u>`, `C:\Users\<u>` or
|
||||
email addresses (file names like `x@123.txt` excluded), and any `/home/<u>`, `/Users/<u>`, `C:\Users\<u>` or
|
||||
`/mnt/c/Users/<u>`.
|
||||
- **Kept:** generic accounts that identify no one: `steamos`, `steamuser` (Proton), `root`, `deck`.
|
||||
|
||||
## Debugging from a bundle (no game, no Frame, no GUI)
|
||||
1. `frameport diag inspect <zip>` (`--json` for everything). It prints the versions and warnings, the last launch
|
||||
test, and a fresh triage of the newest launch log with the current `catalog/triage.yaml`.
|
||||
2. Match the findings and log lines against `docs/PLAYBOOK.md` (symptom → fix) and `docs/FRAME_RUNTIME.md`.
|
||||
2. Match the findings and log lines against `docs/PLAYBOOK.md` (symptom → cause → fix) and `docs/FRAME_RUNTIME.md`.
|
||||
3. Check the analysis in `entry.json` (engine, XR API, `extra`: missing ovr symbols, features, Unreal version) and
|
||||
`package/elf.json` against the heuristics in CLAUDE.md. Compare `recipe.yaml` with catalog games that use the same
|
||||
engine and API.
|
||||
|
||||
+47
-14
@@ -1,11 +1,11 @@
|
||||
# FAQ
|
||||
|
||||
## How should I lay out a game that has OBB files (an APK plus a data folder)?
|
||||
## How should I lay out a game that has OBB files?
|
||||
|
||||
Give every game its own folder, put the APK in it, and put the game's data next to the APK in a folder named
|
||||
after the game's **package name** (the name the `.obb` files contain, e.g. `com.Armature.VR4`):
|
||||
Some Quest games come as an APK (the app file) plus `.obb` files (the game's data). Give every game its own folder,
|
||||
put the APK in it and put the data in a folder named after the game's **package name** (for example `com.Armature.VR4`):
|
||||
|
||||
```
|
||||
```tree
|
||||
Games/ ← scan this folder (Add games → Scan a folder)
|
||||
├── Resident Evil 4/ ← one folder per game (any name)
|
||||
│ ├── VR4.apk ← the APK (any file name)
|
||||
@@ -16,16 +16,49 @@ Games/ ← scan this folder (Add games → Scan
|
||||
└── com.beatgames.beatsaber.apk ← games without OBBs: just the APK
|
||||
```
|
||||
|
||||
- **Data folder name:** the package name (`com.Armature.VR4` above), or `obb`. FramePort uses the first of the two
|
||||
that exists and isn't empty.
|
||||
- **Everything in that folder is copied** to the game's `Android/obb/<package>/` on the Frame, subfolders included.
|
||||
So games that ship raw data files instead of `.obb` files work the same way.
|
||||
- **One game per folder.** Several APKs in one folder count as one game; FramePort uses the first and keeps the others
|
||||
as alternates.
|
||||
- **Data folder name:** the package name (`com.Armature.VR4` above) or `obb`.
|
||||
- **Everything in that folder is copied** to the Steam Frame, subfolders included, so other data files work too.
|
||||
- **One game per folder.** Several APKs in one folder count as one game.
|
||||
- **Scanning:** pick the folder that contains the game folders (`Games/` above) to add them all, or one game's folder
|
||||
to add just that game. FramePort looks up to 5 levels deep.
|
||||
- **A single game:** Add games → Add an APK file… works with a lone APK too. Its data is found when the data folder sits next
|
||||
to the APK, named as above.
|
||||
- **A single game:** **Add games → Add an APK…** also finds the data folder next to the APK.
|
||||
|
||||
Not sure of the package name? Look at the OBB file names: `main.<version>.<package name>.obb`. Or add the APK
|
||||
first: the game's page shows the package name under **Details**.
|
||||
Not sure of the package name? It's in the OBB file names (`main.<version>.<package name>.obb`), and the game's page
|
||||
shows it under **Details**.
|
||||
|
||||
## Can I scan SideQuest backups or AXRB downloads directly?
|
||||
|
||||
Yes. Scan the folder as it is; FramePort finds the APK and its OBB files in both layouts:
|
||||
|
||||
```tree
|
||||
SideQuest Backups/ ← scan this folder
|
||||
└── com.Armature.VR4/ ← one folder per game (the package name)
|
||||
└── 2026-10-07T02-10-19-171Z/ ← one folder per backup
|
||||
├── apk/com.Armature.VR4.apk ← the game
|
||||
├── obb/ ← its OBB files, sent to the Frame
|
||||
│ ├── main.203.com.Armature.VR4.obb
|
||||
│ ├── patch.203.com.Armature.VR4.obb
|
||||
│ └── VR4-Android-Shipping-arm64.apk ← ignored (not a second game)
|
||||
├── data/ ← the app's own files on the Quest: not needed
|
||||
├── icon.png
|
||||
└── manifest.json
|
||||
|
||||
AXRB/ ← AXRB's download folder (Downloads/AXRB): scan this folder
|
||||
├── 1234567890/ ← AXRB's numbers for the game and the build
|
||||
│ └── 987654321/
|
||||
│ ├── base.apk ← the game
|
||||
│ ├── main.203.com.Armature.VR4.obb ← sent to the Frame, with any other files here (DLC)
|
||||
│ └── patch.203.com.Armature.VR4.obb
|
||||
└── patched/ ← AXRB's own PC builds: ignored
|
||||
```
|
||||
|
||||
- **Several backups of one game:** FramePort uses the newest one. To use another, scan just that backup's folder.
|
||||
- **AXRB's patched builds** (`patched/`, `*-axrb.apk`) are converted for AXRB's PC runtime and lack the game's data, so
|
||||
FramePort skips them and, on the next scan, replaces a game that was added from one with the original download.
|
||||
- **AXRB export ZIPs:** unzip first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort finds
|
||||
as is.
|
||||
- **The game page says the data file (.obb) is missing** although you have one: the backup didn't include it (copy
|
||||
the game's `Android/obb/<package>` folder from the Quest with SideQuest), or it sits in a folder FramePort doesn't
|
||||
look in. Then use the layout in the previous answer.
|
||||
- **The game starts and stops at once (Steam shows Resume):** add the game again from its original download or
|
||||
backup, click **Update on Frame**, then **Report a problem…** on its page if it still stops.
|
||||
+208
-5
@@ -1,5 +1,20 @@
|
||||
# Steam Frame runtime reference (SteamOS 0.3.0, build 20260922)
|
||||
|
||||
## Setup from the project page (checked 2026-10-10, dev Frame, SteamOS build 20260922)
|
||||
|
||||
- Factory Frames have no browser; Steam's taskbar **+** offers Chromium as a Flatpak (`org.chromium.Chromium`,
|
||||
flathub is configured as a system remote). It is the default handler for https links once installed.
|
||||
- Desktop Mode has `curl`, `wget`, `python3` 3.12, `konsole`, `kdialog`, `xdg-open`, `avahi-browse`, `systemd-run`;
|
||||
no `wl-copy`/`xclip`.
|
||||
- avahi-daemon runs, but `avahi-browse` from an SSH session fails ("Daemon not running": no system D-Bus access
|
||||
there). A stdlib-Python mDNS query works when it listens on port 5353 in the 224.0.0.251 group (like avahi):
|
||||
replies to a random source port are dropped by the Frame's firewall. `bootstrap/setup.sh` does exactly that.
|
||||
- The Frame reaches the PC's port 8765 over the home Wi-Fi without any firewall change on the PC side here (WSL in
|
||||
mirrored mode with the earlier FramePort rule state). The PC is also visible through the Frame's hotspot
|
||||
(`wlanap`, 10.35.78.x): the script lists one PC once, by name and words.
|
||||
- Dolphin's "executable scripts" setting is the default (ask); `.sh` files open with a `bash.desktop` handler that
|
||||
runs them in a terminal. Not used by the setup (a pasted line is simpler and needs no download prompt).
|
||||
|
||||
## Lepton (Android container)
|
||||
- Steam app **3029110 "Lepton"** (runtime) and **3056000 "Lepton Development"** (needs Developer Mode). The binary
|
||||
is `<Steam library>/steamapps/common/Lepton/lepton`; FramePort finds it via the appmanifests.
|
||||
@@ -28,6 +43,23 @@
|
||||
work on Android 11: `policy_control` is gone, `cmd statusbar send-disable-flag home recents` has no `back` and
|
||||
moves the back button onto the app's controls, the `sysui_nav_bar` layout and disabling SystemUI had no effect.
|
||||
|
||||
## Where FramePort keeps games (internal storage, microSD)
|
||||
- Every game has an **anchor** on internal storage: `~/Applications/quest-frame/<pkg>/` with `launch.sh`,
|
||||
`deployment.json`, `artwork/` and `plays.log`. Steam's shortcut points at the anchor's `launch.sh`, so it never
|
||||
changes when the files move.
|
||||
- The game's files (`lepton-app/`, `lepton-data/` = saves, `lepton-shaders/`, `settings.conf`, `launch.log`; PC VR:
|
||||
`game/`, `revive/`, `compatdata/` = Proton prefix; Linux: `app/`) live in `deployment.json["base"]`: the anchor
|
||||
itself on internal storage, or `<mount>/FramePort/<pkg>` on another drive (GitHub #90, agent v63).
|
||||
- SteamOS mounts removable drives (microSD) under `/run/media/<user>/<label or uuid>`; the agent's `drives` reads
|
||||
`/proc/mounts` (plus the drives of Steam library folders) and refuses vfat/exfat/ntfs (Lepton's data and Proton
|
||||
prefixes need Unix owners, permissions and symlinks) and read-only mounts. A drive that isn't mounted is an error for
|
||||
new installs (never a silent fallback to internal storage); `list_installed` marks games on it `drive_missing` and
|
||||
their launchers stop with "storage not mounted?".
|
||||
- `move` copies with `cp -a` inside `podman unshare` (files Lepton's containers own belong to subordinate user ids),
|
||||
compares file count + bytes, retargets absolute symlinks into the old folder (the LibOVRRT → Revive redirect), points
|
||||
`launch.sh` at the new folder and only then deletes the old copy; on the same filesystem it renames instead.
|
||||
Moving a game whose Lepton data holds absolute paths, or a PC VR prefix, is not yet verified on the device.
|
||||
|
||||
## OpenXR runtime (as seen by games through overport's loader)
|
||||
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
|
||||
KHR_vulkan_enable(2), KHR_opengl_es_enable, KHR_composition_layer_depth, FB_display_refresh_rate, EXT_hand_tracking
|
||||
@@ -47,7 +79,7 @@
|
||||
submission order (seen 2026-10-01: quads placed before 4XVR's projection layer covered it).
|
||||
- Swapchain formats: GLES `GL_SRGB8_ALPHA8` (35907) / `GL_SRGB8` (35905) only, samples = 1. Vulkan: 43 (R8G8B8A8_SRGB)
|
||||
and 50, not 37/44 (UNORM).
|
||||
- Environment blend: ALPHA_BLEND available (greyscale passthrough cameras).
|
||||
- Environment blend: ALPHA_BLEND available (grayscale passthrough cameras).
|
||||
- Reference spaces: STAGE bounds are reported as 1×1 m.
|
||||
- Display 72 Hz by default in tests. Head pose is only tracked while the headset is worn; otherwise flags 0x3 and
|
||||
the session stays below FOCUSED.
|
||||
@@ -59,6 +91,13 @@
|
||||
`device.foveation`: `fixed` = `FDM_DEBUG=disable_offsets`, `off` = `VK_INSTANCE_LAYERS=""`. Lepton passes `FDM`,
|
||||
`FDM_DEBUG`, `FOVE_LEVEL` and `FDM_SWAPCHAIN_SIZE` through to the container (liblepton/mounting.sh PASSTHROUGH_VARS);
|
||||
the layers are chosen on the host, so setting them inside the game does nothing.
|
||||
- How Lepton loads them: `liblepton/vulkan_layers.sh` mounts the chosen layers (only those in the OS image's
|
||||
`/usr/share/guestos/android/vendor/vulkan_layers`) into the app's lib dir and writes their names to Android's
|
||||
`settings global gpu_debug_layers` for `gpu_debug_app` = the game; Android's loader reads that list from GraphicsEnv
|
||||
at each vkCreateInstance and searches the app's lib dir (`/data/app/…/lib/arm64`). A layer bundled in the APK is
|
||||
found there too; FramePort's shader-fix layer (`frame.zink_shader_fix`) adds its own name to GraphicsEnv's list from
|
||||
inside the process (`android::GraphicsEnv::setDebugLayers`, exported by the guest's libgraphicsenv.so, Lepton 3.0.5).
|
||||
That is the only way to reach the Vulkan side of OpenGL ES games (Zink creates the instance inside Mesa).
|
||||
- GL ES: Zink (Mesa GL on Vulkan). Strict GLSL (see PLAYBOOK) and occasional `DEVICE LOST` with MSAA render-to-texture.
|
||||
|
||||
## Proton / Windows games (surveyed 2026-09-29; running a Rift game under it not yet verified)
|
||||
@@ -69,6 +108,17 @@
|
||||
SteamLinuxRuntime_4). None are installed by default.
|
||||
- `steam -ifrunning steam://install/<appid>` only opens a confirmation dialog in the headset. The agent's unattended
|
||||
mode writes an appmanifest stub (StateFlags 1026, installdir from appinfo) and restarts Steam, which then downloads it.
|
||||
- **x86_64 Linux apps (agent v61; verified on the device 2026-10-07: an x86_64 glibc test program installed + launch test RUNNING, "machine=x86_64 glibc=2.41"):**
|
||||
FEX is Steam app 3127680 (`fex`, installs as `common/FEX-Emu`, ~6 MB, 21 s via the appmanifest-stub path:
|
||||
`install_proton` / `proton_status` with `kind: linux_x86`). Its toolmanifest commandline is
|
||||
`/fex-compat-tool %verb% --`, **no** require_tool_appid: it does not use the Steam Linux Runtime. fex-compat-tool
|
||||
(Python) runs `<FEX-Emu>/usr/bin/FEX` with RootFS `/usr/share/guestos/fex-mesa` (part of the SteamOS image: an
|
||||
x86 Arch-style root with glibc 2.41, Mesa, graphics_provider.json for x86_64 + i386), emulates x86_64 and i386
|
||||
(emulator.json), honors `STEAM_FEX_TSOENABLED`, `STEAM_FEX_MULTIBLOCK`, `STEAM_COMPAT_FEX_CONFIG`, sets
|
||||
`tu_override_uncached_as_cache_coherent=true` and logs to `/tmp/fex-compat-tool-<pid>.log`. It **exits 1 ("No compat
|
||||
data path?") without `STEAM_COMPAT_DATA_PATH`** (keeps Config.json/AppConfig/Server/Telemetry in `<it>/fex-emu/`):
|
||||
the Linux launcher exports `<base>/compatdata`. Version seen: FEX-2607-76-g37265b1. ldd can't read x86 programs,
|
||||
so the missing-library check is skipped for them; an x86_64 AppImage is extracted through the same chain.
|
||||
- The command Steam runs is built from each tool's `toolmanifest.vdf` (`commandline`, `require_tool_appid`):
|
||||
`<SLR4-arm64>/_v2-entry-point --verb=waitforexitandrun -- <Proton>/proton waitforexitandrun <exe>`.
|
||||
- Proton sets up VR (vrclient/wineopenxr registry) only when `SteamGameId` is set (steam_helper `setup_vr_registry`).
|
||||
@@ -92,7 +142,7 @@
|
||||
create as 1.0; enabled by `XR_ENABLE_API_LAYERS` from launch.sh. Proton's Steam Linux Runtime container drops
|
||||
`XR_API_LAYER_PATH` (it keeps `XR_ENABLE_API_LAYERS`), so the agent registers the layer as an explicit layer in
|
||||
`~/.local/share/openxr/1/api_layers/explicit.d/` (home is shared into the container) with an absolute library path.
|
||||
- Oculus Store builds that delay-load `LibOVRPlatform64_1.dll` (Platform SDK, e.g. Lies Beneath) crash with
|
||||
- Oculus Store builds that delay-load `LibOVRPlatform64_1.dll` (Platform SDK, for example Lies Beneath) crash with
|
||||
`0xc06d007e` (delay-load module not found): that DLL comes with the Oculus app, which the Frame doesn't have. (No Oculus runtime DLLs or
|
||||
registry keys are needed: Revive's LibOVRRT hook works once OpenXR does.)
|
||||
- Unreal's Oculus plugin (and LibOVR's `ovr_Detect`) first checks for the Windows event `OculusHMDConnected` (created
|
||||
@@ -109,6 +159,83 @@
|
||||
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
|
||||
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
|
||||
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
|
||||
- Desktop Mode menu entries (GitHub #84, agent v63): Linux apps get `~/.local/share/applications/frameport-<slug>.desktop`
|
||||
(+ an executable copy in `~/Desktop` when that folder exists; Plasma starts executable `.desktop` files there
|
||||
without a trust prompt), `Exec=env FRAMEPORT_DESKTOP=1 "<anchor>/launch.sh"`, marked `X-FramePort-Package=<pkg>`.
|
||||
Plasma's launcher exits right after starting the program, so with `FRAMEPORT_DESKTOP=1` the Linux launcher skips
|
||||
its "Steam parent gone → end the app" watchdog and keeps the desktop's DISPLAY/WAYLAND_DISPLAY instead of taking
|
||||
gamescope's from Steam. Not yet tried from the Frame's Desktop Mode.
|
||||
- Linux apps' own icons (GitHub #99, agent v64): finalize_linux (and every refresh of the menu entries) copies the
|
||||
app's icon to `<anchor>/artwork/app-icon.{png,svg}`: an AppImage's `squashfs-root/.DirIcon` (usually a symlink),
|
||||
else the `Icon=` of its top-level `.desktop` file (a folder app: the first `.desktop` within 3 levels) looked up
|
||||
next to it, in `(usr/)share/icons/hicolor/*/apps/` and `(usr/)share/pixmaps/`; the biggest PNG ≥128 px, else an
|
||||
SVG, else the biggest PNG. Symlinks are resolved and must stay inside the app folder; absolute and `../` names
|
||||
are ignored. Precedence for the menu entry's `Icon=` and the Steam shortcut's icon: the user's chosen/store icon
|
||||
(`artwork/.icon-source` = `custom`, written by the PC with every art upload) > the app's own (Steam: PNG only) >
|
||||
FramePort's placeholder (`artwork/icon.*`). `StartupWMClass=` is copied from the app's `.desktop` file (Plasma's
|
||||
task bar matches the window to the entry). A PNG ≤1 MiB goes back to the PC (finalize result `app_icon.png`,
|
||||
base64) and becomes the library's icon when the game has none and nothing was picked (`.app-icon` marker = its
|
||||
sha256, no `.picked`); folder apps get it on the PC at add time (`analysis/linux.find_icon`). Not yet seen in
|
||||
Desktop Mode on the device.
|
||||
|
||||
## Overlay apps (SteamVR / OpenVR overlays, checked 2026-10-10 on the dev Frame, SteamOS 0.4.5)
|
||||
OpenVR overlay applications (`VRApplication_Overlay`: fpsVR, wrist watches, ...) work on the Frame itself, also
|
||||
over Quest games.
|
||||
- The Frame's host SteamVR (`/opt/steamvr/bin/linuxarm64`, always running in the VR session) serves `IVROverlay`
|
||||
010-028 / `IVRApplications_007` to native Linux arm64 clients through its own `libopenvr_api.so` (ctypes is
|
||||
enough: `native/vroverlay_probe/vroverlay_probe.py`). Overlay apps connect from SSH; vrserver logs
|
||||
`New Connect message from … (VRApplication_Overlay)`, `vrcmd --overlays` (`/opt/steamvr/bin/linuxarm64/vrcmd`,
|
||||
LD_LIBRARY_PATH=that dir) lists them `visible`, Steam's VR UI logs `[Overlays] Created: <key>` and loads a
|
||||
dashboard overlay's thumbnail.
|
||||
- **Composited over Lepton (Quest) games**: with 4XVR running headless (FrameBridge 72 fps), the probe's head-locked
|
||||
overlay appeared in the headset view (`/dev/video99`, see "Video of the headset view") on top of 4XVR's theatre.
|
||||
The Android SteamVR runtime inside Lepton submits to the same host compositor, which draws host overlays on top.
|
||||
- Seeing pixels without a worn headset: the compositor pauses in standby (headset view = black) and fades to a
|
||||
solid colour without tracking. For a few seconds after setting `power/pauseCompositorOnStandby` and
|
||||
`steamvr/forceFadeOnBadTracking` to false (IVRSettings; neither key is in the user's steamvr.vrsettings, so
|
||||
`RemoveKeyInSection` restores the default) the headset view shows the real composition (2 fps grabs: frames 7-10
|
||||
of 16 had the picture, the rest the fade colour). Restore both keys afterwards.
|
||||
- **Windows overlay apps under Proton (ARM64)**: Temporal Reality's Windows build (Python/pyopenvr, x64) under
|
||||
Proton 11 (SteamGameId set, FramePort's timefix layer) created its overlays on the Frame's SteamVR (`vrcmd
|
||||
--overlays`: `temporalreality.watch`, `.settings` dashboard + 512x512 thumbnail), so Proton's vrclient bridges
|
||||
`VRApplication_Overlay` too. Not seen as pixels (that watch only shows on a tracked left controller). fpsVR (.NET,
|
||||
wine-mono) ran 60 s under Proton (SteamAPI ok: "Game process added: AppID 908520") but never loaded
|
||||
openvr_api.dll and quit by itself (presumably it waits for a Windows SteamVR process). A freestanding CRT-less x64
|
||||
exe (`native/vroverlay_probe/fp_vroverlay_probe.c`) died at its first kernel32 call (`c000001d` in the x64
|
||||
emulation thunk); a normal MSVC/MinGW build should be used for Windows probes.
|
||||
- **Registration** (what SteamVR honours on the Frame): `IVRApplications::AddApplicationManifest(path, false)` from
|
||||
a utility client, live; the path is kept in `~/.config/openvr/config/appconfig.json` `manifest_paths`.
|
||||
`SetApplicationAutoLaunch` is accepted (GetApplicationAutoLaunch → true; vrserver has
|
||||
`CAppInfoManager::StartAutolaunchOverlays`) but on the dev Frame it never reached `steamvr.vrsettings` (no
|
||||
autolaunch entry for `temporalreality.overlay` there, appconfig.json holds only manifest_paths) and the owner's
|
||||
watch didn't start by itself, so FramePort doesn't rely on it (see "Autostart" below). The linuxarm64 vrserver only reads
|
||||
**`binary_path_linux_arm`**: a manifest with `binary_path_linux` alone is skipped ("must specify binary_path for
|
||||
launch_type binary. Skipping"; Steam's own steamapps.vrmanifest entries are skipped the same way), so an app's
|
||||
own Linux manifest/`--install` that only writes binary_path_linux can't be launched by SteamVR on the Frame.
|
||||
`LaunchApplication(key)` then starts the binary (Temporal Reality's launch.sh: process up, overlays created).
|
||||
- A Steam shortcut of an overlay app and a game shortcut run at the same time (Temporal Reality, then 4XVR, both
|
||||
through `steam://rungameid`: both "Game process added", both kept running).
|
||||
- FramePort (agent v75): `register_vr_overlay` writes `<anchor>/frameport-overlay.vrmanifest` (the app's own key,
|
||||
name and image from its bundled manifest, binary = launch.sh in `binary_path_linux_arm` + `binary_path_linux`,
|
||||
absolute paths) and registers it; `unregister_vr_overlay`, uninstall and purge remove it; `ensure_host_fixes`
|
||||
registers ones SteamVR missed (it wasn't running). Overlay apps skip launch tests, the Linux launcher's
|
||||
Steam-parent watchdog (`FRAMEPORT_OVERLAY=1`) and don't count as a running game.
|
||||
- **Autostart (agent v76)**: the deployment's `overlay.autostart` is the source of truth (SetApplicationAutoLaunch
|
||||
is still set for SteamVR builds that honour it). While at least one installed overlay app has it on,
|
||||
`ensure_host_fixes` keeps the user service `frameport-vr-overlays.service` (`~/.config/systemd/user`, enabled for
|
||||
default.target, Restart=always) = `frameport_agent.py _vr_overlay_watch`: every 5 s it checks the vrserver it knows
|
||||
(`/proc/<pid>/stat`: name + start time; a full /proc scan only when that one is gone); a new vrserver (boot,
|
||||
SteamVR restart, or the first look after the service starts) gets one round in a child process
|
||||
(`_vr_overlay_round`, timeout): wait ≤180 s until IVRApplications answers, 15 s for SteamVR's own auto-launch,
|
||||
then `launch_vr_overlay` for each autostart app that isn't running (a process with its install folder/anchor in
|
||||
the command line, or GetApplicationProcessId ≠ 0: never a second copy). The handled vrserver is kept in
|
||||
`~/.cache/frameport-vr-overlays.json`, so an agent update (the watcher exits when its file changes, systemd starts
|
||||
the new one) doesn't restart an app the user closed. Log: `~/.local/share/frameport/vr-overlays.log` (128 KB, one
|
||||
`.1`). Removed when no overlay app has autostart (game page switch, uninstall), by purge, and by the kill switch
|
||||
`~/.local/share/frameport/vr-overlays.disabled` (or `FRAMEPORT_NO_OVERLAY_AUTOSTART=1` in the agent's environment).
|
||||
Cost: one idle python3 (~30-40 MB RSS, no CPU between polls). Dev Frame 2026-10-10 (vrserver up since boot,
|
||||
Temporal Reality already started from its Steam shortcut): `new SteamVR (vrserver 2297)` →
|
||||
`linux.temporalreality: running` (not started again). Start after a real SteamVR start/boot: not yet seen.
|
||||
|
||||
## Video of the headset view (surveyed 2026-10-05; used by the Live view tab)
|
||||
- `steamvr-v4l2cam.service` (user unit, part of gamescope-session.target, `Restart=always`) runs SteamVR's
|
||||
@@ -116,11 +243,11 @@
|
||||
writes it to a v4l2loopback webcam named **"SteamVR"** (`/dev/video99`, 1920x1080 RGB24, advertised 30 fps, frames
|
||||
arrive at the display rate). Nothing on the Frame reads it by default; idle it costs nothing, read ~0.2 core.
|
||||
It shows what the wearer sees (SteamVR home, Steam's panels; a game's layers are expected but not yet seen in it).
|
||||
Black and ~1 fps (one frame per ~1.0 s) while the headset sleeps (standby): a 30 fps stream then repeats each
|
||||
Black and ~1 fps (one frame per ~1.0 s) while the Frame sleeps (standby): a 30 fps stream then repeats each
|
||||
frame in bursts, which looks like a stall in a player. Its size follows SteamVR's headset view (v4l2cam has no size
|
||||
option), so the live view only scales down (360p/480p/720p/1080p) or sends it as is ("full").
|
||||
- Sound: `pactl get-default-sink` (`alsa_loopback_device.stereo.alsa_output.platform-sound.HiFi__Speaker__sink`) and its
|
||||
`.monitor` source carry what the headset plays; the Frame's ffmpeg has the `pulse` input and `aac`. Timestamps: pulse
|
||||
`.monitor` source carry what the Frame plays; the Frame's ffmpeg has the `pulse` input and `aac`. Timestamps: pulse
|
||||
uses the wall clock, v4l2 CLOCK_MONOTONIC → `-ts mono2abs` on the v4l2 input. Don't force
|
||||
`-use_wallclock_as_timestamps` on the pulse input: it stamped bursts of AAC packets with one time.
|
||||
- Steam's own game recording / Remote Play / broadcast capture the **gamescope** PipeWire node (`CDesktopCapturePipeWire:
|
||||
@@ -131,7 +258,60 @@
|
||||
`h264_v4l2m2m` hangs, gst `v4l2h264enc` not-negotiated). ffmpeg + libx264 works: FramePort's live view
|
||||
(`install/livestream.py`: `fps=30` before the scale, ultrafast/zerolatency, 3 threads, nice 10, fragmented MP4 on
|
||||
stdout, + AAC 128k) measured 0.34 core at 720p / 0.56 at 1080p with a quiet picture (video only); expect ~1-1.4
|
||||
cores with a busy scene.
|
||||
cores with a busy scene. That is now only the fallback.
|
||||
- Hardware encoding (2026-10-07): the iris encoder works when driven directly through the V4L2 stateful encoder
|
||||
interface. That is FramePort's `fp_venc` (`native/venc`, spec + every measured value in `native/venc/SPEC.md`).
|
||||
Facts:
|
||||
- Device: `/dev/video23` (`/dev/video-enc0` links to it), driver `iris_driver`, M2M multiplanar.
|
||||
- Formats: input NV12/NV21/AB24(RGBA)/QC24/Q08C; output H264/HEVC; sizes 128..8192.
|
||||
- NV12 layout (S_FMT answers):
|
||||
- stride is a multiple of 128;
|
||||
- the returned height is padded to a multiple of 32;
|
||||
- CbCr starts at stride × padded height;
|
||||
- sizeimage is rounded up to 4 KiB;
|
||||
- the default crop is the requested size.
|
||||
- Controls: CBR, FORCE_KEY_FRAME, PREPEND_SPSPPS_TO_IDR, HEADER_MODE joined, FRAME_SKIP_MODE, H.264 profiles
|
||||
Baseline..Constrained High, levels up to 6.0.
|
||||
- The `steamos` user can open it (group video).
|
||||
- The panel's current refresh rate can be read without privileges through DRM: `/dev/dri/card0` is mode 0666, and
|
||||
GETCRTC reports for example `2*2160x2160_96` (clock 1402720 kHz / 4448 × 3285 = 96 Hz) even while the Frame sleeps.
|
||||
The panel offers 72/80/90/96/108/120/144 Hz.
|
||||
- `/dev/video99` (v4l2loopback) has `max_buffers=2`: a reader asking for more gets 2.
|
||||
- Mid-stream keyframe requests (FORCE_KEY_FRAME) take effect on the next frame, and the GOP restarts from there.
|
||||
- Measured 2026-10-07 with the Frame asleep (still picture):
|
||||
- `fp_venc` alone at 32/36 fps: 1% of a core at 1080p, 2.5% at 720p.
|
||||
- Live view end to end: `fp_venc` 2.6% + ffmpeg 8.4% (AAC encoding + muxing).
|
||||
- Conversion cost per new picture (self-test, NEON, 2026-10-07):
|
||||
- 1080p (no scaling): 0.6–1.0 ms.
|
||||
- 720p (exact 3:2 fast path): 1.3–1.65 ms, down from 5.6 ms with the generic box loop (~11 ms at idle clocks).
|
||||
- 360p (3:1 fast path): 0.7 ms.
|
||||
- 480p: 2.8 ms; its 852-px width doesn't repeat cleanly, so it uses the generic path.
|
||||
- At 36 fps with live content that is roughly 2–6% of a core.
|
||||
- ffmpeg with raw H.264 on a pipe:
|
||||
- `-framerate` is ignored.
|
||||
- `-fflags nobuffer` loses the first seconds of tiny frames.
|
||||
- Numbering frames from 0 (`setts`) with no input timestamps holds all output ~7 s next to pulse's audio.
|
||||
- Arrival stamps alone (`-use_wallclock_as_timestamps 1`) bunch frames that are read together: gaps of 0–10 ms
|
||||
and 45+ ms, seen in the headset test as dropped frames.
|
||||
- What works: `-probesize 32 -analyzeduration 0 -use_wallclock_as_timestamps 1` on the input (ffmpeg reads it in
|
||||
step with the audio), then `-bsf:v setts=ts=N*(1/fps)/TB` on the output (exactly even frames; audio still
|
||||
0–N s alongside), plus `frag_keyframe` so that a requested keyframe starts a fragment.
|
||||
- With sound, ffmpeg paces its inputs against each other and pulse's audio arrives later than the wall clock
|
||||
(more while something plays). The video input then counts as ahead, and ffmpeg stops reading it for up to
|
||||
0.7 s, so the writer blocks. That was the cause of 1080p dropping frames: busy 1080p replayed with sound took
|
||||
34–47 s for 20 s of video. Video alone was fine; `nice`, `-raw_packet_size` and the input queue size didn't
|
||||
matter. Shifting the video input back fixes it, but too far makes ffmpeg hold the video for interleaving and
|
||||
release it in clumps: -1 s gave output gaps of up to 550 ms, a longer and stuttering delay in the browser.
|
||||
-0.25 s is the measured sweet spot (no stalled writes at busy 1080p with sound, steady 50–150 ms output; -0.5 s
|
||||
already clumps). Output audio/video spans stay equal because setts sets the output times.
|
||||
- Browser delay (headless Chromium, 720p, 2026-10-07): muted about 0.2–0.35 s behind the newest data; with
|
||||
sound about 1 s. Chrome keeps about 0.6 s of audio ahead and stalls below that, whatever the player does:
|
||||
1.1× catch-up gave 8 stalls per 30 s, no speed-up 1–2, same average lag; 50 ms fragments didn't help. So the
|
||||
player doesn't speed up while sound is on.
|
||||
- Quality (owner's headset test, 2026-10-07): 3 Mbit/s CBR at 720p36 showed heavy compression artifacts. The
|
||||
hardware path now uses VBR with a 1.5× peak (the encoder accepts BITRATE_MODE VBR + BITRATE_PEAK) and higher
|
||||
targets: 360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s. The x264 fallback keeps its rates.
|
||||
- The default sink is SUSPENDED while nothing plays; its monitor still delivers (silent) audio.
|
||||
|
||||
## Text input
|
||||
|
||||
@@ -143,3 +323,26 @@
|
||||
one everywhere (FramePort's "Type on Frame", agent `_keyboard`).
|
||||
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
|
||||
|
||||
|
||||
## Monitoring sources (probed 2026-10-07, SteamOS 0.4.3, kernel 6.18; used by the Monitor tab, agent `_monitor`)
|
||||
|
||||
All readable by the steamos user without root; the agent reads them directly (no programs started per sample).
|
||||
|
||||
| Metric | Source | Notes |
|
||||
|---|---|---|
|
||||
| CPU | `/proc/stat` deltas; `cpufreq/policy{0,2,5,7}` | 8 cores in 4 clusters: 0-1 / 2-4 / 5-6 / 7 (max 2.27 / 3.15 / 2.96 / 3.05 GHz) |
|
||||
| GPU busy | Sum of `drm-engine-gpu` (ns) deltas in `/proc/<pid>/fdinfo/<fd>` over every render-node fd (msm DRM) | Gives GPU % per process too. A process can hold several render fds: add them all. Lepton games see the node as `/dev/kgsl-3d0` (bind mount of `/dev/dri/renderD128`). `drm-total-memory` reads 0 |
|
||||
| GPU clock | `/sys/class/devfreq/3d00000.gpu/{cur,max}_freq` | 231–903 MHz in 12 steps |
|
||||
| Memory / pressure | `/proc/meminfo`; `/proc/pressure/{cpu,memory,io}` (`some avg10`) | 16 GB RAM, 8 GB swap |
|
||||
| Temperatures | `/sys/class/thermal/thermal_zone*/{type,temp}` | 48 zones: `cpu*`/`cpuss*`, `gpuss-*`, `ddr`, `nsph*` (NPU), `pm8550*`/`pm8010*` (power ICs), `modem*`, `camera*`, `video`, `max1720x_bat*` |
|
||||
| Fan | hwmon `slg4ax46073v` `fan1_input` | ~8200 rpm idle |
|
||||
| Power | hwmon `max34417_*` `power{1-4}_{label,input}` (µW) | `vph` = whole system (~3.6 W idle), `gfx` = GPU, `apc0/1/2` = CPU clusters, `nsp1/2` = NPU; each read is an I2C transfer (~0.7 ms wall), so only these are read |
|
||||
| Battery | `power_supply/max1720x_bat_7-36` | `current_now` (µA, negative = draining) × `voltage_now` (µV) = watts; `time_to_empty_now`/`time_to_full_now` (s), `cycle_count`, `health`, `temp` (0.1 °C) |
|
||||
| Game fps | `<base>/launch.log` lines `FrameBridge: pacing: N fps …` (every ~5 s) | Quest games only; SteamVR writes PC VR frame stats only as an end-of-session summary in `vrcompositor.txt` |
|
||||
| Game container | conmon `-n lepton-steamlaunch-<appid>`; its child's `/proc/<pid>/cgroup` → `cpu.stat`, `memory.current` | The container's ~90 Android processes show as uid 1000 on the host and can be signaled (4XVR, 2026-10-07); Android names them after the package's last 15 characters (`lus4xvrplayerov`), the full name is in `cmdline` |
|
||||
|
||||
Cost: a naive sample (fds of ~520 processes scanned) took 43 ms CPU. With kernel threads skipped after their first
|
||||
sighting, command lines checked once per process, render fds cached (rescanned every 60 s, every 4 s for busy young
|
||||
game processes without one), temperatures every 2 s, the CPU-cluster power rails every 5 s and the battery gauge every
|
||||
2-10 s, the stream measured ~10-13 ms CPU per 1 s tick on the device (idle clocks; idle or with 4XVR running) = about
|
||||
1 % of one core, ~0.15 % of the whole CPU. The I2C sensors (power monitors, battery gauge) are the slowest reads.
|
||||
+43
-31
@@ -1,53 +1,65 @@
|
||||
# Frame setup: what changes, networks, undoing it
|
||||
# What the setup changes
|
||||
|
||||
For the steps themselves see [INSTALL.md](INSTALL.md#connecting-the-steam-frame).
|
||||
For the setup steps see [Install and first steps](INSTALL.md#connecting-the-steam-frame). This page lists what the
|
||||
setup changes on the Steam Frame, how to undo it and what your network needs.
|
||||
|
||||
## What the setup changes
|
||||
## Changes on the Frame
|
||||
|
||||
The setup command runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), served by the app over your
|
||||
local network. Everything it changes:
|
||||
The setup runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), which FramePort sends from your PC. It changes:
|
||||
|
||||
| Change | Where | How to undo |
|
||||
|---|---|---|
|
||||
| Turns on **Developer Mode** (only if it's off). Steam restarts once, which closes Desktop Mode; the rest of the setup finishes on its own as a user service (log: `~/.cache/frameport-setup.log`). | `"DevModeEnabled" "1"` in `~/.local/share/Steam/config/config.vdf` (old file kept as `config.vdf.before-frameport`), then Valve's own `steamos-polkit-helpers/steamos-devkit-mode --enable`. That helper enables the SSH server (`sshd`), the devkit service that makes the Frame findable on the network, the remote-desktop and debug services, and system crash dumps. | Settings → System → Developer → Developer Mode off. Valve's helper switches all of those services off again. |
|
||||
| Lets the app's SSH key in. | One line ending in `frameport` in `~/.ssh/authorized_keys`. The folder and file are created if missing. | Delete that line. |
|
||||
| Configures podman for Lepton. Rootless podman leaks one kernel keyring per container start, and after about 200 game starts every game fails. | `[containers]` / `keyring = false` in `~/.config/containers/containers.conf`. | Remove those lines. |
|
||||
| Asks Steam to install **Lepton** (Valve's Android runtime, Steam app 3029110) if it's missing. You confirm it in Steam. | Steam library | Uninstall it in Steam. |
|
||||
| Turns on **Developer Mode** if it's off. Steam restarts once, which closes the desktop; the rest finishes on its own (log: `~/.cache/frameport-setup.log`). | `"DevModeEnabled" "1"` in `~/.local/share/Steam/config/config.vdf` (old copy kept as `config.vdf.before-frameport`), then Valve's own Developer Mode helper. | Settings → System → **Enable Developer Mode** off. |
|
||||
| Lets FramePort log in. | One line ending in `frameport` in `~/.ssh/authorized_keys`. | Delete that line. |
|
||||
| Stops game starts from failing after about 200 launches (a limit in podman, the tool Lepton runs games with). | `[containers]` / `keyring = false` in `~/.config/containers/containers.conf`. | Remove those lines. |
|
||||
| Asks Steam to install **Lepton** (Valve's Android runtime) if it's missing. You confirm it in Steam. | Steam library | Uninstall it in Steam. |
|
||||
|
||||
The script runs as your user: no root, no `sudo`, no password. The only system-level change, Developer Mode, is
|
||||
made by Valve's own helper, the same one the Settings switch uses. If Developer Mode can't be turned on
|
||||
automatically, the script asks you to turn it on in Settings → System → Developer and run the command again.
|
||||
Valve's Developer Mode helper is the same one the Settings switch uses. It turns on remote login (SSH), the service
|
||||
that makes the Frame findable on your network, remote desktop, debugging and crash dumps; turning Developer Mode off
|
||||
turns them all off again.
|
||||
|
||||
Nothing else on the system is touched: no packages, no read-only-filesystem changes, no polkit rules. The script
|
||||
also leaves two files: `~/.cache/frameport-setup.sh` (the part that runs on its own) and its log.
|
||||
The script runs as your user: no root, no `sudo`, no password. Nothing else on the system changes. It also leaves two
|
||||
files: `~/.cache/frameport-setup.sh` (the part that finishes on its own) and its log.
|
||||
|
||||
**Later, the app adds** (all as your user, no root, no `sudo`):
|
||||
- FramePort's helper in `~/.local/share/frameport/`;
|
||||
If Developer Mode can't be turned on automatically, the script asks you to turn it on in Settings → System →
|
||||
**Enable Developer Mode** and run the setup line again.
|
||||
|
||||
**Later, FramePort adds** (as your user):
|
||||
- its helper in `~/.local/share/frameport/`;
|
||||
- the games, each with a launcher and its data in `~/Applications/quest-frame/<package>/`;
|
||||
- their Steam library entries and artwork (`shortcuts.vdf` + `config/grid/`);
|
||||
- for PC VR games: an OpenXR layer (`~/.local/share/openxr/1/api_layers/explicit.d/XR_APILAYER_FRAMEPORT_timefix.json`)
|
||||
and, when the first PC VR game is installed, Valve's ARM64 Proton and its Steam Linux Runtime (Steam downloads them;
|
||||
Steam restarts once).
|
||||
and Valve's ARM64 Proton with its Steam Linux Runtime (Steam downloads them and restarts once).
|
||||
|
||||
**Settings → Uninstall FramePort → Also remove from the Frame** deletes the games, their Steam entries, the helper
|
||||
folder, the OpenXR layer and the setup script's files. Developer Mode, the SSH key line, the podman setting, Lepton
|
||||
and Proton stay. Undo them as shown above or in Steam.
|
||||
folder, the OpenXR layer and the setup files. Developer Mode, the login line, the podman setting, Lepton and Proton
|
||||
stay: undo them as shown above.
|
||||
|
||||
## Network and firewalls
|
||||
|
||||
The setup command is the only time the Frame connects to your computer: it downloads the script from FramePort on
|
||||
TCP port 8765 (8766/8767 if taken), only while the setup command is shown and for at most 30 minutes. Everything
|
||||
else goes from the computer to the Frame. If the command just says "timed out", the setup page shows what is likely
|
||||
blocking it after about 45 seconds:
|
||||
The setup is the only time the Frame connects to your PC. It downloads the setup script from FramePort on TCP port
|
||||
8765 (8766 or 8767 if taken), only while the setup page is open and for at most 30 minutes. Everything else goes
|
||||
from your PC to the Frame.
|
||||
|
||||
- **Windows:** allow FramePort (or Python, when running from source) when Windows asks. On a network Windows treats as
|
||||
**Public** it stays blocked unless you allow public networks; set your home network to Private in Windows'
|
||||
network settings instead.
|
||||
How the setup line finds your PC:
|
||||
|
||||
1. FramePort announces itself on your network while the setup page is open (with your PC's name and two words, never
|
||||
the code). If nothing answers, the setup line tries the USB cable's address and then scans the Frame's network.
|
||||
2. Both sides show the same 4 digits. Nothing happens until you click **Allow** in FramePort.
|
||||
3. FramePort then hands over the one-time code, and the Frame downloads the same setup script as the setup command.
|
||||
|
||||
The setup line's script is [bootstrap/setup.sh](../bootstrap/setup.sh). If the setup just says "timed out", the
|
||||
setup page shows what is likely blocking it after about 45 seconds:
|
||||
|
||||
- **Windows:** allow FramePort when Windows asks. On a network Windows treats as **Public** it stays blocked; set
|
||||
your home network to Private in Windows' network settings.
|
||||
- **macOS:** with the firewall on (System Settings → Network → Firewall), allow incoming connections for FramePort
|
||||
when asked.
|
||||
- **Linux:** firewalld: `sudo firewall-cmd --add-port=8765/tcp` (until the next restart). ufw:
|
||||
`sudo ufw allow 8765/tcp`, afterwards `sudo ufw delete allow 8765/tcp`.
|
||||
- **WSL:** Windows' Hyper-V firewall blocks connections into WSL without asking. FramePort adds a temporary rule for
|
||||
the setup ports (one admin prompt) and removes it again when setup is done or after 35 minutes. WSL must use
|
||||
mirrored networking: `networkingMode=mirrored` under `[wsl2]` in `%UserProfile%\.wslconfig`, then `wsl --shutdown`.
|
||||
- Or skip the setup command and use the devkit pairing (see [INSTALL.md](INSTALL.md#connecting-the-steam-frame)): it needs no connection into your computer.
|
||||
- **WSL** (FramePort's Linux version on Windows): Windows blocks connections into WSL without asking. FramePort
|
||||
adds a temporary firewall rule (one admin prompt) and removes it when setup is done or after 35 minutes. WSL must
|
||||
share Windows' network: `networkingMode=mirrored` under `[wsl2]` in `%UserProfile%\.wslconfig`, then
|
||||
`wsl --shutdown`.
|
||||
- Or skip the setup line and use **Pair new host** (see [Install and first steps](INSTALL.md#connecting-the-steam-frame)):
|
||||
it needs no connection into your PC.
|
||||
+45
-5
@@ -1,15 +1,17 @@
|
||||
# Tested games
|
||||
|
||||
Games tested on the Steam Frame with FramePort's recipes. Games not listed here may work too: FramePort suggests patches for them, and a working config can be shared from the app (**Share working config…**).
|
||||
Tested a game? [Share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) or [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml) (in the app: the game's **…** menu does both and fills in the details).
|
||||
Games tested on the Steam Frame with FramePort. Games not listed may work too: FramePort suggests patches for them. Got one working? [Share its recipe](INSTALL.md#share-a-recipe-or-report-a-problem).
|
||||
|
||||
Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
|
||||
| Game | Platform | Status | Notes |
|
||||
|---|---|---|---|
|
||||
| 4XVR Video Player | Quest | ✅ Works | |
|
||||
| Accounting+ | Quest | ✅ Works | |
|
||||
| AgeOfJoy | Quest | ✅ Works | |
|
||||
| AllInOneSports | Quest | ✅ Works | |
|
||||
| Asgard's Wrath 2 | Quest | ✅ Works | |
|
||||
| Audica | Quest | ✅ Works | |
|
||||
| BAM | Quest | ✅ Works | |
|
||||
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
|
||||
| Batman: Arkham Shadow | Quest | ✅ Works | |
|
||||
@@ -17,16 +19,27 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| BattleSisters | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber | PC VR | ✅ Works | |
|
||||
| Beat Saber (co-existence build) | Quest | ✅ Works | |
|
||||
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
|
||||
| BodyCombat | Quest | ✅ Works | |
|
||||
| BONELAB | Quest | ✅ Works | |
|
||||
| Carve Snowboarding | Quest | ✅ Works | |
|
||||
| Caves | Quest | ✅ Works | |
|
||||
| Clockwork | Quest | ✅ Works | |
|
||||
| Cook-Out | Quest | ✅ Works | |
|
||||
| Creed | Quest | ✅ Works | |
|
||||
| cubism | Quest | ✅ Works | |
|
||||
| Deep Cuts | Quest | ✅ Works | |
|
||||
| Demeter | Quest | ✅ Works | |
|
||||
| Dinosaur Island | Quest | ✅ Works | |
|
||||
| Doom3Quest | Quest | ✅ Works | |
|
||||
| Down the Rabbit Hole | Quest | ✅ Works | |
|
||||
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
|
||||
| Espire 2 | Quest | ✅ Works | |
|
||||
| Genotype | Quest | ✅ Works | |
|
||||
| GORN2 | Quest | ✅ Works | |
|
||||
| Gravity Lab | Quest | ✅ Works | |
|
||||
| H.U.N.T | Quest | ✅ Works | |
|
||||
| I Am Cat | Quest | ✅ Works | |
|
||||
| I Am Monkey | Quest | ✅ Works | |
|
||||
@@ -40,6 +53,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| Lucky's Tale | Quest | ✅ Works | |
|
||||
| Marvel's Deadpool VR | Quest | ✅ Works | |
|
||||
| Marvel's Iron Man VR | Quest | ✅ Works | |
|
||||
| Max Mustard | Quest | ✅ Works | |
|
||||
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
|
||||
| Metro Awakening | Quest | ✅ Works | |
|
||||
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
|
||||
@@ -48,41 +62,67 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
| NOPE CHALLENGE | Quest | ✅ Works | |
|
||||
| palazzo_santacruz | Quest | ✅ Works | |
|
||||
| Path of the Warrior | Quest | ✅ Works | |
|
||||
| Pistol Whip | Quest | ✅ Works | |
|
||||
| Pistol Whip | PC VR | ✅ Works | |
|
||||
| Please Don't Touch Anything | Quest | ✅ Works | |
|
||||
| PowerWash Simulator VR | Quest | ✅ Works | |
|
||||
| QuestCraft | Quest | ✅ Works | |
|
||||
| Racket: Nx | Quest | ✅ Works | |
|
||||
| RC Pilot Trainer | Quest | ✅ Works | |
|
||||
| Retronika | Quest | ✅ Works | |
|
||||
| Retropolis | Quest | ✅ Works | |
|
||||
| Richie's Plank Experience | Quest | ✅ Works | |
|
||||
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
|
||||
| Riven | Quest | ✅ Works | |
|
||||
| Robo Recall | Quest | ✅ Works | |
|
||||
| RUINSMAGUS | Quest | ✅ Works | |
|
||||
| Shores of Loci | Quest | ✅ Works | |
|
||||
| Sniper Elite VR | Quest | ✅ Works | |
|
||||
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
|
||||
| Space Pirate Trainer Quest | Quest | ✅ Works | |
|
||||
| Star Wars Pinball VR | Quest | ✅ Works | |
|
||||
| Stremio | Quest | ✅ Works | |
|
||||
| SUPERHOT VR | PC VR | ✅ Works | |
|
||||
| SUPERHOT VR | Quest | ✅ Works | |
|
||||
| SynthRiders | Quest | ✅ Works | |
|
||||
| TetrisEffect | Quest | ✅ Works | |
|
||||
| The Boys VR | Quest | ✅ Works | |
|
||||
| The Climb 2 | Quest | ✅ Works | |
|
||||
| The Room VR | Quest | ✅ Works | |
|
||||
| The Tale of Onogoro | Quest | ✅ Works | |
|
||||
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
|
||||
| Toy Master | Quest | ✅ Works | |
|
||||
| Under Cover | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode I | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode II | Quest | ✅ Works | |
|
||||
| Vader Immortal: Episode III | Quest | ✅ Works | |
|
||||
| VR HOT Quest | Quest | ✅ Works | |
|
||||
| VR4 | Quest | ✅ Works | |
|
||||
| Walkabout Mini Golf | Quest | ✅ Works | |
|
||||
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
|
||||
| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
|
||||
| Wander | Quest | ✅ Works | |
|
||||
| ZombielandVR | Quest | ✅ Works | |
|
||||
| Ancient_Dungeon | Quest | ⚠️ Works with issues | Multiplayer isn't available (offline). |
|
||||
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
|
||||
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
|
||||
| BONELAB | Quest | ⚠️ Works with issues | Build 1.2068 plays (head tracking and controls work with frame.unity_user_presence); the newer build 1.2974 crashes at start (Vulkan), no fix yet. |
|
||||
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
|
||||
| End Space | Quest | ⚠️ Works with issues | Controls stop responding after the first mission loads. |
|
||||
| ExploreVR | Quest | ⚠️ Works with issues | The 3D world warps and shifts with head movement (wrong perspective). |
|
||||
| Freedom | Quest | ⚠️ Works with issues | Volume can't be changed in the game. |
|
||||
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
|
||||
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
|
||||
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
|
||||
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
|
||||
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
|
||||
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
|
||||
| Vader Immortal: Episode I | Quest | ⚠️ Works with issues | Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar). |
|
||||
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
|
||||
| BlazeRush | Quest | ❌ Doesn't run | Starts and reaches the menu room, but the room shows no controllers and ignores all input (it all reaches the game); no fix yet. |
|
||||
| Eleven Table Tennis | Quest | ❌ Doesn't run | Stops at the splash screen. |
|
||||
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
|
||||
| GOLF+ | Quest | ❌ Doesn't run | Black screen. |
|
||||
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
|
||||
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
|
||||
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Sniper Elite VR | Quest | ❌ Doesn't run | GPU hang (zink: DEVICE LOST) even with MSAA off. |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
+204
-170
@@ -1,233 +1,267 @@
|
||||
# Installing FramePort
|
||||
# Install and first steps
|
||||
|
||||
Download the archive for your computer from the [latest release](https://github.com/spoopyghosty0/frameport/releases/latest)
|
||||
and extract it anywhere. No installer or admin rights are needed. On first start FramePort downloads its Java
|
||||
runtime, the OVRPort CLI and apksigner into its data folder (Settings → Tools shows them).
|
||||
▶ **[Watch the install tutorial](media/frameport-install.mp4)** (about 90 seconds): from the download to the first
|
||||
game on the Steam Frame.
|
||||
|
||||
| Computer | Archive | Start |
|
||||
[](media/frameport-install.mp4)
|
||||
|
||||
Download the file for your PC from the [latest release](https://github.com/spoopyghosty0/frameport/releases/latest)
|
||||
and unpack it anywhere. No installer or admin rights are needed.
|
||||
|
||||
| Your PC | Download | Start |
|
||||
|---|---|---|
|
||||
| Windows 10/11 (x64) | `FramePort-windows-x64.zip` | `FramePort.exe` |
|
||||
| macOS (Apple Silicon) | `FramePort-macos-arm64.zip` | `FramePort.app` |
|
||||
| Linux (x64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` |
|
||||
| Linux (ARM64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-arm64.tar.gz` | `FramePort/FramePort` |
|
||||
| Command line only (Python 3.11+) | `frameport-<version>-py3-none-any.whl` | `frameport --help` |
|
||||
| Linux (x64, Ubuntu 22.04 or newer) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` |
|
||||
| Linux (ARM64, Ubuntu 22.04 or newer) | `FramePort-linux-arm64.tar.gz` | `FramePort/FramePort` |
|
||||
|
||||
The command-line version installs from the wheel's release link with `uv tool install <link>` (or pipx / pip).
|
||||
On first start FramePort downloads the tools it uses (Settings → Tools shows them).
|
||||
|
||||
## First launch
|
||||
|
||||
The builds are signed with a free self-signed certificate (Windows) and an ad-hoc signature (macOS), so the first
|
||||
start shows a warning:
|
||||
FramePort isn't signed with a paid certificate, so the first start shows a warning:
|
||||
|
||||
- **Windows:** "Windows protected your PC" → **More info** → **Run anyway**. Optional: import
|
||||
`FramePort-selfsigned.cer` (attached to each release) into *Trusted Root Certification Authorities* (Current User) to
|
||||
show FramePort as the publisher; the certificate can only sign code. Remove it with `certmgr.msc`.
|
||||
- **macOS:** right-click `FramePort.app` → **Open** → **Open** (once), or `xattr -dr com.apple.quarantine FramePort.app`.
|
||||
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort` (ARM64: `FramePort-linux-arm64.tar.gz`).
|
||||
- **Windows:** "Windows protected your PC" → **More info** → **Run anyway**.
|
||||
- **macOS:** right-click `FramePort.app` → **Open** → **Open** (once).
|
||||
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort`.
|
||||
|
||||
## Connecting the Steam Frame
|
||||
|
||||
The Frame and the computer must be on the same network.
|
||||
The Frame and your PC must be on the same network (or connected with a [USB cable](#with-a-usb-cable)).
|
||||
|
||||
1. In FramePort open **Steam Frame** and click **Show setup command**.
|
||||
2. First time only, on the Frame:
|
||||
1. Open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual screen.
|
||||
2. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
|
||||
3. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
|
||||
**Enter**. It looks like `curl -fsS 192.168.1.20:8765/1a2b3c4d | bash`: your computer's address, then a
|
||||
one-time code.
|
||||
4. After a few seconds the desktop closes by itself (Steam restarts once); that's expected. If
|
||||
Steam asks to install **Lepton** (Valve's Android runtime), confirm it.
|
||||
1. In FramePort open **Steam Frame** and click **Start setup**. Keep that page open.
|
||||
2. On the Frame, first time only:
|
||||
1. Open the **SteamVR dashboard → Launch a program → Desktop**. The Frame's desktop opens.
|
||||
2. Open the app menu (bottom left) → **System → Konsole**, the Frame's terminal.
|
||||
3. Type this setup line and press **Enter** (on-screen keyboard or any USB or Bluetooth keyboard):
|
||||
|
||||
FramePort connects by itself within a minute. No password is needed. The command lets FramePort in and turns on
|
||||
**Developer Mode** (which includes SSH); everything it changes is listed in [FRAME_SETUP.md](FRAME_SETUP.md).
|
||||
3. Later starts: a Frame in Developer Mode appears in the list and FramePort connects to it automatically. (If you
|
||||
turn Developer Mode off in Settings → System → Developer, turn it on again there.)
|
||||
```
|
||||
curl -fsSL https://frameport.app/s | bash
|
||||
```
|
||||
|
||||
**Without Konsole:** turn on Developer Mode yourself (Settings → System → Developer). The Frame then appears under
|
||||
**On your network**. On the Frame open Settings → Developer → **Pair new host**, then click **Connect** in FramePort
|
||||
and approve it on the Frame (Valve's own devkit pairing; it only sends this computer's key to the Frame). Install
|
||||
Lepton from the Steam Frame page afterwards if it's missing.
|
||||
No keyboard? Open [the setup page](https://frameport.app/setup/) in Chromium on the Frame,
|
||||
tap **Copy** and paste it into Konsole.
|
||||
4. Konsole shows a 4-digit code. When FramePort shows the same code, click **Allow**. Nothing changes on the Frame
|
||||
before that.
|
||||
5. Steam restarts once and the desktop closes. If Steam asks to install **Lepton** (Valve's Android runtime),
|
||||
confirm it.
|
||||
|
||||
FramePort connects within a minute. No password is needed. The setup turns on **Developer Mode**;
|
||||
[What the setup changes](FRAME_SETUP.md) lists everything.
|
||||
|
||||
Later, FramePort connects to the Frame by itself. If you turn Developer Mode off (Settings → System → **Enable
|
||||
Developer Mode**), turn it on again there.
|
||||
|
||||
**Setup command:** if your network blocks FramePort's search, click **Use the setup command**. It shows a line with
|
||||
your PC's address and a one-time code, for example `curl -fsS 192.168.1.20:8765/1a2b3c4d | bash`. Run it in Konsole instead.
|
||||
|
||||
**Without Konsole:** turn on Developer Mode yourself (Settings → System → **Enable Developer Mode**), then open
|
||||
Settings → Developer → **Pair new host** on the Frame. FramePort finds the Frame and asks to connect; approve it in the
|
||||
headset. Install Lepton from FramePort's Steam Frame page afterwards if it's missing.
|
||||
|
||||
### With a USB cable
|
||||
|
||||
For networks that block the setup (guest Wi-Fi, firewalls, discovery not working), and for faster uploads:
|
||||
A cable works on networks that block the setup, and uploads are faster (about 37 MB/s, three times typical Wi-Fi).
|
||||
|
||||
1. On the Frame, turn on **Developer Mode** (Settings → System → Developer Mode). The Frame's USB network only exists
|
||||
in Developer Mode.
|
||||
2. Connect the Frame's USB-C port to the computer.
|
||||
3. In FramePort: **Steam Frame → Set up with a USB cable**. FramePort detects the cable and shows the setup command,
|
||||
which reaches the computer over the cable. Already set up? It connects over the cable right away.
|
||||
1. On the Frame, turn on Developer Mode (Settings → System → **Enable Developer Mode**). The cable only works in
|
||||
Developer Mode.
|
||||
2. Connect the Frame's USB-C port to your PC. No driver is needed.
|
||||
3. In FramePort click **Steam Frame → Set up with a USB cable** and follow the steps.
|
||||
|
||||
The cable needs no driver on Windows 10/11, macOS or Linux, and the computer gets an address from the Frame
|
||||
automatically. Uploads use the cable whenever it's plugged in (about 37 MB/s, ~3× typical Wi-Fi), even when FramePort
|
||||
connected over Wi-Fi. Unplug it any time: FramePort finds the Frame on Wi-Fi again by itself.
|
||||
Uploads use the cable whenever it's plugged in. Unplug it any time: FramePort finds the Frame on Wi-Fi again.
|
||||
|
||||
### Firewalls
|
||||
|
||||
If the setup command only says "timed out", a firewall on your computer blocks the Frame; the setup page
|
||||
says which after about 45 seconds. Details per system: [FRAME_SETUP.md](FRAME_SETUP.md#network-and-firewalls).
|
||||
If the setup only says "timed out", a firewall on your PC blocks the Frame. After about 45 seconds the setup page
|
||||
says which. Details: [Network and firewalls](FRAME_SETUP.md#network-and-firewalls).
|
||||
|
||||
## Running FramePort on the Frame (experimental)
|
||||
|
||||
FramePort can run on the Steam Frame itself, without a PC: in **Desktop Mode**, download
|
||||
`FramePort-linux-arm64.tar.gz`, unpack it (`tar xzf FramePort-linux-arm64.tar.gz`) and start `FramePort/FramePort`.
|
||||
Turn on **Developer Mode** first (Steam → Settings → System); FramePort then manages "This Frame" directly, with
|
||||
no pairing. Games are added to the Steam library when you go back to **Gaming Mode** (Steam has to restart for it,
|
||||
which would end Desktop Mode). This is new: please report anything odd with **Report a problem**.
|
||||
FramePort can run on the Frame itself, without a PC:
|
||||
|
||||
1. Turn on Developer Mode (Settings → System → **Enable Developer Mode**).
|
||||
2. In Desktop Mode, download `FramePort-linux-arm64.tar.gz`, unpack it (`tar xzf FramePort-linux-arm64.tar.gz`) and
|
||||
start `FramePort/FramePort`.
|
||||
|
||||
Games appear in the Steam library when you go back to Gaming Mode. Please report anything odd with **Report a
|
||||
problem…**.
|
||||
|
||||
## Installing games
|
||||
|
||||
- **Install on Frame** on a game's page (or select several in the Library and install them together). Installs run
|
||||
one after another in the background; **Activity** shows the current one at the top.
|
||||
- **Update all** reinstalls every game whose build changed (e.g. after a FramePort update). Questions that need an
|
||||
answer (e.g. Oculus games that can't run on the Frame) are asked once, for all games.
|
||||
- If the Frame goes to sleep, turns off or leaves the Wi-Fi, the queue **waits** and continues once it's back; uploads
|
||||
pick up where they stopped. While installs run, FramePort keeps the Frame from going to sleep. Before a large batch
|
||||
it checks the Frame has enough free space.
|
||||
- Your own game files are never changed. The converted copy is temporary: it's removed once the game is on the Frame
|
||||
(Settings → Installing: keep them, or remove all now).
|
||||
- **Game settings…** (game menu or the Steam Frame page): sharpness, refresh rate, controllers, menus, 360° video and
|
||||
mixed-reality options in plain words, only those that matter for the game. Changes are kept with the game and,
|
||||
when it's installed, used the next time it starts.
|
||||
- Ordinary Android apps (no VR) are installed unchanged and shown as a flat window in the headset. Android's
|
||||
back/home/recents buttons are hidden by default (patch **Hide Android's navigation bar**).
|
||||
|
||||

|
||||
|
||||
Each game has **Game settings** in plain words (sharpness, refresh rate, controllers, menus, 360° video, mixed
|
||||
reality), showing only what matters for that game. Changes are kept with the game and reach the Frame right away.
|
||||
- **Install on Frame** on a game's page, or select several games in the Library and install them together. Installs
|
||||
run in the background; **Activity** shows the current one.
|
||||
- **Update all** updates every game whose build changed, for example after a FramePort update.
|
||||
- If the Frame sleeps or leaves the Wi-Fi, installs wait and continue when it's back. While installs run, the Frame
|
||||
stays awake.
|
||||
- Your own game files are never changed. The patched copy is deleted once the game is on the Frame (Settings →
|
||||
Installing).
|
||||
- In the downloaded app you can also **drag files onto the Library**: games, Linux apps, Windows programs or folders.
|
||||
|
||||
**Game settings…** (in the game's menu) shows the settings that matter for that game in plain words: sharpness,
|
||||
refresh rate, controllers, menus, 360° video and mixed reality. Changes are used the next time the game starts.
|
||||
|
||||

|
||||
|
||||
**Rename…** (in the game's menu) changes the name in the Library and in Steam; FramePort keeps it from then on. An
|
||||
installed game keeps its Steam entry, artwork and saves (Steam restarts once).
|
||||
|
||||
### microSD cards and other drives
|
||||
|
||||
- The **Steam Frame** page's **Storage** section sets where new games go (**Install new games to**).
|
||||
- To move an installed game, right-click it → **Move to…**. The game must be closed; saves and the Steam entry stay.
|
||||
- A game on a card only starts while the card is inserted.
|
||||
- Cards formatted as FAT, exFAT or NTFS can't hold games: format the card in SteamOS first.
|
||||
|
||||
### Android apps and Windows programs
|
||||
|
||||
- Android apps without VR are installed unchanged and shown as a window in the headset. If one shows nothing (or a
|
||||
VR app opens as a window), open **Customize** on the game's page, set **Show as VR or as a flat window** and click
|
||||
**Update on Frame**.
|
||||
- **Add games → Add a Windows program…** adds a single Windows program. The Frame runs it as a window through Proton
|
||||
(Valve's tool for running Windows programs).
|
||||
|
||||
### Install links ("Install with FramePort" buttons)
|
||||
|
||||
Some websites have an **Install with FramePort** button (a `https://frameport.app/install?…` link):
|
||||
|
||||
- **Click a button** on Windows or Linux: FramePort opens, shows what it would download and asks first. Then it adds
|
||||
the game and installs it on the Frame.
|
||||
- **Add games → Add from a link…** takes a button's address (right-click → Copy link) or a direct download link. Use
|
||||
it on macOS, where buttons can't open FramePort yet.
|
||||
- **Settings → Install links** turns the buttons on or off.
|
||||
- Only `https://` links to public servers are used. Only install from sites you trust.
|
||||
|
||||
Website owners: see [Install button](INSTALL_BUTTON.md).
|
||||
|
||||
## Typing on the Frame
|
||||
|
||||
- **Type on Frame** (Steam Frame page, a game's menu, or the keyboard icon on the sidebar's Frame card): while the
|
||||
window is open, this computer's keyboard works as a keyboard plugged into the Frame. Select a text field in the
|
||||
headset (in an app, Steam or the desktop) and type; Esc and shortcuts go to the Frame too. Paste longer text into
|
||||
the box to type it in one go (US keyboard layout). Click **Done** to disconnect.
|
||||
- **Steam's on-screen keyboard** opens for text fields of apps shown as a window (2D apps, and VR apps with
|
||||
**Show the app's Android window**). Steam lists that window as **Gamescope** (the Frame's display compositor);
|
||||
leave it open: it's what receives the typing, the VR view isn't affected.
|
||||
- **Unity apps whose text fields close at once** (a caret flashes, nothing can be typed): FramePort suggests
|
||||
**Make Unity text fields work** for them. The first time, it downloads Cpp2IL (a tool that finds the right spot in the
|
||||
game's code, ~17 MB). Games added before this version: open the game's menu → **Analyze again**, then reinstall.
|
||||
- **Type on Frame** (in the sidebar): while this tab is open, your PC's keyboard types on the Frame. Select a text
|
||||
field in the headset and type, or paste longer text into the box.
|
||||
- **Steam's on-screen keyboard** works in apps shown as a window. Steam lists that window as **Gamescope**: leave it
|
||||
open.
|
||||
- **Unity games whose text fields close at once:** FramePort suggests the patch **Make Unity text fields work**.
|
||||
Games added before this patch existed: open the game's menu → **Analyze again**, then reinstall.
|
||||
|
||||

|
||||
|
||||
## Watching the Frame
|
||||
|
||||
- **Monitor** (in the sidebar) shows the running game's frame rate, CPU, graphics, memory, temperature, power and
|
||||
battery, each with a 2-minute chart. **Show details** shows more.
|
||||
- Under **Processes**, right-click a process to end it. **End game** closes the game like Steam's Exit game. A lock
|
||||
marks programs Steam or the desktop needs; FramePort asks again before ending those.
|
||||
- **Live view** streams what the headset shows, with sound, to your browser. It uses about one CPU core of the Frame,
|
||||
so stop it when you're done.
|
||||
- **Screenshots** shows the screenshots you took in the headset, sorted by game and day, to view or download.
|
||||
|
||||
## Updating
|
||||
|
||||
**Game configs** (the tested recipes in the catalog) update by themselves: FramePort checks GitHub every 6 hours for
|
||||
newly confirmed or fixed configs and uses them without a FramePort update; a game whose recipe changed then shows
|
||||
**Update on Frame**. Configs that need a newer FramePort are skipped until you update. Settings → Data shows the last
|
||||
check (**Check now**) and turns this off.
|
||||
FramePort checks for a new version at start and every 6 hours. When there is one, the Library shows **Update now**:
|
||||
FramePort downloads it, checks it, restarts and keeps your games and settings. **Later** skips that version.
|
||||
|
||||
|
||||
FramePort checks for a new release at start and every 6 hours (it only downloads the release information). When one
|
||||
exists, the Library shows **Update now**: FramePort downloads the new version, verifies it against the release's
|
||||
`SHA256SUMS.txt` (on Windows also the signature), restarts and opens as the new version. Games, settings, signing keys
|
||||
and the Frame connection are kept. Running installs finish first. **Later** skips that version.
|
||||
|
||||
Settings → **Updates**: turn the check off, or turn on **Install updates automatically** (downloads in the background,
|
||||
installs at the next start). If FramePort's folder isn't writable, **Update now** opens the release page instead. The
|
||||
update log is `logs/update.log` in the data folder.
|
||||
|
||||
**Dev builds:** when you're asked to test a fix before it's released, use Settings → Updates → **Install the latest
|
||||
dev build…**. It shows what to test, then installs like an update (same checks). Dev builds are less tested; the next
|
||||
release is offered to you as a normal update.
|
||||
|
||||
Command line: `frameport update` (`--check` only checks, exit code 10 = update available; `--yes` doesn't ask).
|
||||
`FRAMEPORT_NO_UPDATE_CHECK=1` turns all checks off.
|
||||
- Settings → **Updates** turns the check off or turns on **Install updates automatically**.
|
||||
- **Recipes** (the tested patches and settings for each game) update by themselves. A game whose recipe changed shows
|
||||
**Update on Frame**.
|
||||
- **Dev builds:** if you're asked to test a change before its release, use Settings → Updates → **Install the latest
|
||||
dev build…**. The next release then arrives as a normal update.
|
||||
|
||||
## PC VR games
|
||||
|
||||
PC VR games are Windows VR games (OpenXR, SteamVR or Oculus). Scan a folder of them (one folder per game) or use
|
||||
**Add games → Add one game folder…**. FramePort finds the game's program and asks when there is more than one
|
||||
candidate. **Already patched** on a game page installs a copy unchanged. Oculus-only games need Revive: FramePort uses
|
||||
an installed Revive, or downloads a portable copy.
|
||||
PC VR games are Windows VR games. Scan a folder of them (one folder per game) or use **Add games → Add a PC game
|
||||
folder…**. FramePort asks which program starts the game if it finds more than one.
|
||||
|
||||
- **Play from this PC:** Windows with Steam and SteamVR. **Install on this PC** adds the game to Steam; stream it to the
|
||||
Frame with Steam Link. If a game can't keep up with the refresh rate, FramePort lowers the rate and enables motion
|
||||
smoothing in SteamVR's per-game settings the next time you press Play.
|
||||
- **Play on the Frame (experimental):** Steam Frame → *PC VR games (Proton)* → **Install**, then **Install on Frame**
|
||||
on the game page.
|
||||
- Games that use the Oculus Platform SDK check the licence through the Oculus app, so they run on the PC only.
|
||||
- **Play from this PC** (Windows with Steam and SteamVR): **Install on this PC** adds the game to Steam. Stream it to
|
||||
the Frame with Steam Link.
|
||||
- **Play on the Frame (experimental):** on the Steam Frame page, install *PC VR games (Proton)*, then click **Install
|
||||
on Frame** on the game's page.
|
||||
- **Oculus games** (made for Meta's Rift headset) need Revive, which FramePort downloads. Games that check their
|
||||
license through the Oculus app only run on your PC.
|
||||
|
||||
**Windows games without VR:** **Add games → Add one game folder…** with the game's folder (pick the program that
|
||||
starts it if asked). FramePort installs it on the Frame and Proton runs it as a window, like Steam's own Windows games;
|
||||
it shows up in the Frame's Steam library tagged "Windows game on Frame". Whether a game runs depends on Proton on ARM
|
||||
(x86 games run through emulation).
|
||||
**Windows games without VR:** use **Add games → Add a PC game folder…** too. The Frame runs them as a window through
|
||||
Proton, like Steam's own Windows games. Whether a game runs depends on Proton.
|
||||
|
||||
## Linux apps (arm64)
|
||||
## Linux apps
|
||||
|
||||
The Frame runs SteamOS on an arm64 CPU, so native Linux apps built for **aarch64/arm64** run on it directly (no
|
||||
Android container, no Proton). **Add games → Add a Linux app (arm64)…** takes an AppImage or a `.zip`/`.tar.gz`/
|
||||
`.tar.xz` archive; **Add a Linux app folder…** takes an unpacked app. FramePort finds the program that starts it (the
|
||||
game page's **Change…** picks another one) and whether it's a VR (OpenXR) app. **Install on Frame** uploads it
|
||||
unchanged and adds it to the Frame's Steam library, tagged "Linux app on Frame"; Play, launch tests and Uninstall
|
||||
work like for other games.
|
||||
**Add games → Add a Linux app…** takes an AppImage (a single-file Linux app) or a `.zip`/`.tar.gz`/`.tar.xz`
|
||||
archive; **Add a Linux app folder…** takes an unpacked app. **Install on Frame** uploads it unchanged and adds it to
|
||||
the Steam library.
|
||||
|
||||
- x86_64 builds can't run on the Frame: FramePort says so when you add one. Look for an aarch64/arm64 download.
|
||||
- The app must bring the libraries SteamOS doesn't have. If some are missing, the install reports them and the game
|
||||
page lists them: look for a build that includes them.
|
||||
- From the command line: `frameport add-linux <AppImage, folder or archive> [--exe <program>]`.
|
||||
- Apps built for **arm64** (the Frame's processor) run directly. Apps built for **x86_64** (most PCs) run through FEX,
|
||||
a translator Steam installs on the Frame the first time; they run slower. The game page shows which kind you have.
|
||||
- If the app needs libraries the Frame doesn't have, the game page lists them: look for a build that includes them.
|
||||
- Linux apps also appear in **Desktop Mode**'s app menu. Turn this off on the game
|
||||
page (**Desktop Mode**).
|
||||
- **SteamVR overlay apps** (a wrist watch, a performance display: programs that draw over games instead of being
|
||||
one) are registered with the Frame's SteamVR, which shows them over whatever you play, Quest and PC VR games
|
||||
alike. FramePort recognises them by the `.vrmanifest` file they ship. By default they start by themselves whenever
|
||||
SteamVR starts (**SteamVR overlay → Start with SteamVR** on the game page; a small FramePort service on the Frame
|
||||
does this, `frameport-vr-overlays`); otherwise start the app from your library before the game. Windows overlay
|
||||
apps get the patch **SteamVR overlay app (Frame)**.
|
||||
|
||||
## Files on the Frame (videos, documents, mods, saves)
|
||||
## Files on the Frame
|
||||
|
||||
The **Files** tab manages files on the Frame over the same connection as installs; no other transfer app is needed.
|
||||
Pick a location, browse folders, and use **Upload files** / **Upload folder**, **New folder**, or the download, rename
|
||||
and delete buttons on each entry. Right-click an entry (or the empty space) for the same actions in a menu. Tick
|
||||
several entries (or the box above the list for all), or click and drag across them, to download or delete them
|
||||
together; a right-click on one of them then acts on all. The **Screenshots** tab and the **Library** work the same
|
||||
way: right-click for a menu, drag across cards to select several. In the downloaded app you can also drag files and folders from Explorer / Finder / your file manager onto
|
||||
the list to upload them into the open folder. Uploads and downloads run in the Activity panel, resume after an interruption and
|
||||
skip files that are already there.
|
||||
The **Files** tab copies files between your PC and the Frame: videos, documents, mods and saves.
|
||||
|
||||
- **Videos**, **Downloads** and **Documents** appear inside every Quest game as `/sdcard/Movies`, `/sdcard/Download`
|
||||
and `/sdcard/Documents`. Apps find files by browsing folders; Android's media index doesn't work on the Frame.
|
||||
- Under **Game storage**, each installed game has its own `/sdcard` (mods, saves). A game's menu → **Add videos and
|
||||
files…** opens it. Video players that list only their own folder (e.g. 4XVR's "Internal Storage" = `4XPlayer`) find
|
||||
videos uploaded into that folder.
|
||||
- **Home folder** shows everything in the Frame's home folder (hidden files with **Show hidden files**).
|
||||

|
||||
|
||||
Command line: `frameport frame send <files> --dest videos` (`frameport frame storage` lists the destinations).
|
||||
- Use **Upload files**, **Upload folder** and **New folder**; right-click an entry to download, rename or delete
|
||||
it. Drag across entries to select several.
|
||||
- In the downloaded app you can drag files from your PC onto the list.
|
||||
- **Videos**, **Downloads** and **Documents** are shared by every Quest game (inside the game: `/sdcard/Movies`,
|
||||
`/sdcard/Download`, `/sdcard/Documents`).
|
||||
- **Game storage** holds each game's own files. A game's menu → **Add videos and files…** opens it.
|
||||
|
||||
## Sharing a working game, reporting a problem
|
||||
## Share a recipe or report a problem
|
||||
|
||||
- **Share working config…** (game menu): opens a prefilled GitHub issue with the game's patches and settings. Accepted
|
||||
configs become built-in recipes. Untested games ask on their page once they've been installed or tested: **It
|
||||
works**, **It has issues** or **It doesn't run**.
|
||||
- **Report a problem…** (game menu, or Settings → Problems and feedback): saves a diagnostics zip to Documents (logs,
|
||||
recipe, device details; IP addresses, user names, home folders and Steam ids replaced) and opens a prefilled GitHub
|
||||
issue to attach it to. Command line: `frameport diag report <game>`, `frameport share-recipe <game>`.
|
||||
- **Share working recipe…** (in the game's menu) opens a GitHub issue with the game's recipe filled in. Accepted
|
||||
recipes become built-in for everyone. Untested games ask how they run after you install or test them.
|
||||
- **Report a problem…** (in the game's menu, or Settings → Problems and feedback) saves a diagnostics zip with
|
||||
personal data removed and opens a GitHub issue to attach it to.
|
||||
|
||||
## Command line
|
||||
|
||||
Everything the app does is also a `frameport` command (in a source checkout: `uv run frameport`); `frameport --help`
|
||||
and `frameport <command> --help` describe every option. The main ones:
|
||||
|
||||
| Command | What it does |
|
||||
|---|---|
|
||||
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's analysis and patches |
|
||||
| `add-linux <path>` | add an arm64 Linux app (AppImage, folder or archive) |
|
||||
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
|
||||
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for PC VR on this PC), launch test |
|
||||
| `frame discover` / `frame connect` / `frame info` | find, pair with and describe the Frame |
|
||||
| `frame send` / `frame storage` / `frame cleanup` | copy files to the Frame, show where they go, free space |
|
||||
| `tools status` / `tools install` | the tools FramePort downloads |
|
||||
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
|
||||
| `update` | update FramePort |
|
||||
|
||||
Exit codes: 0 done, 1 something failed, 2 wrong usage, 10 (`update --check`) a newer version exists. Errors are
|
||||
one line on stderr; `FRAMEPORT_DEBUG=1` shows the full traceback.
|
||||
Without the app: [share a recipe](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml)
|
||||
· [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
|
||||
|
||||
## Uninstalling
|
||||
|
||||
Settings → **Uninstall FramePort…** (or `frameport uninstall-app`) removes its data folder, the Steam shortcuts it
|
||||
added on this computer and, optionally, its games on the Frame (saves can be kept). It first saves your signing keys
|
||||
to Documents: game updates must be signed with the same key. Then delete the program folder.
|
||||
Settings → **Uninstall FramePort…** removes FramePort's data and, if you choose, its games on the Frame (saves can be
|
||||
kept). It first saves your signing keys to Documents: you need them to update your games later. Then delete the
|
||||
FramePort folder.
|
||||
|
||||
## Verify a download
|
||||
|
||||
Each archive has a GitHub build attestation:
|
||||
`gh attestation verify FramePort-windows-x64.zip -R spoopyghosty0/frameport`. `SHA256SUMS.txt` lists the checksums
|
||||
(`sha256sum -c SHA256SUMS.txt`). Windows certificate SHA-256 fingerprint:
|
||||
`SHA256SUMS.txt` in each release lists the files' checksums: `sha256sum -c SHA256SUMS.txt`. Each file also has a
|
||||
GitHub build attestation (proof that GitHub built it from this repository):
|
||||
`gh attestation verify FramePort-windows-x64.zip -R spoopyghosty0/frameport`.
|
||||
|
||||
Windows: to show FramePort as the publisher, import `FramePort-selfsigned.cer` (attached to each release) into
|
||||
*Trusted Root Certification Authorities* (Current User). The certificate can only sign code; remove it with
|
||||
`certmgr.msc`. Its SHA-256 fingerprint:
|
||||
`4E:12:98:91:62:C0:E4:50:FB:65:1D:34:BB:73:00:09:7B:78:BE:88:5C:A7:6C:42:23:46:9B:92:A1:59:A7:6E`.
|
||||
|
||||
## For power users: the command line
|
||||
|
||||
The **command-line version** (Python 3.11 or newer) installs from the release's
|
||||
`frameport-<version>-py3-none-any.whl` with `uv tool install <link>` (or pipx or pip).
|
||||
|
||||
Everything the app does is also a `frameport` command; `frameport --help` and `frameport <command> --help` list every
|
||||
option. The main ones:
|
||||
|
||||
| Command | What it does |
|
||||
|---|---|
|
||||
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's patches |
|
||||
| `add-linux <path> [--exe <program>]` | add a Linux app (AppImage, folder or archive) |
|
||||
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
|
||||
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for this PC), launch test |
|
||||
| `frame discover` / `frame connect` / `frame info` | find, connect to and describe the Frame |
|
||||
| `frame send <files> --dest videos` / `frame storage` / `frame cleanup` | copy files to the Frame, list where they can go, free space |
|
||||
| `frame drives` / `frame move <game> --to <drive>` / `install --dest <drive>` | list the Frame's drives, move a game, install to a drive |
|
||||
| `tools status` / `tools install` | the tools FramePort downloads |
|
||||
| `open-link "<link>"` | install from an install button's address or a download link (`--yes`, `--no-install`) |
|
||||
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
|
||||
| `update` | update FramePort (`--check` only checks: exit code 10 = update available) |
|
||||
| `uninstall-app` | uninstall FramePort |
|
||||
|
||||
Exit codes: 0 done, 1 failed, 2 wrong usage. `FRAMEPORT_DEBUG=1` shows full error details;
|
||||
`FRAMEPORT_NO_UPDATE_CHECK=1` turns update checks off.
|
||||
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