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Author SHA1 Message Date
spoopyghosty0 c29c3a3fe2 Docs regenerated 2026-10-14 14:00:06 -04:00
spoopyghosty0 2a608e92f4 Merge remote-tracking branch 'origin/main' into fix-279 2026-10-14 13:59:53 -04:00
spoopyghosty0 90ebabab01 Merge pull request #290 from spoopyghosty0/catalog/issue-268
catalog: com.fulldivegames.majorasmaskvr
2026-10-14 13:59:38 -04:00
spoopyghosty0 5f2dd4bf27 Docs regenerated 2026-10-14 13:58:51 -04:00
spoopyghosty0 5b1f09e79a Catalog notes in neutral wording 2026-10-14 13:57:41 -04:00
spoopyghosty0 fb0fe55c6d Catalog notes in neutral wording 2026-10-14 13:57:24 -04:00
github-actions[bot] 2ee1dcbfcb catalog: com.nDreams.Ghostbusters (from #279) 2026-10-14 17:54:22 +00:00
github-actions[bot] 14f026c529 catalog: com.fulldivegames.majorasmaskvr (from #268) 2026-10-14 17:54:22 +00:00
spoopyghosty0 30a71a1ad4 Catalog: Assassin's Creed Nexus works (upside-down panels fixed in place, #138) 2026-10-14 13:52:33 -04:00
spoopyghosty0 a2515f13a7 FrameBridge: turn upside-down quads upright in place (#138); gl_error_clear stops Vader's runtime memory leak (#285) 2026-10-14 13:40:15 -04:00
spoopyghosty0 5d6072e11e Live view: Take screenshot button (the Screenshots tab's Steam screenshot, without switching tabs) 2026-10-14 13:06:52 -04:00
spoopyghosty0 0e588f74f7 Catalog: Vader Immortal's runtime leak wasn't reported to Valve 2026-10-14 12:56:28 -04:00
coah 13a350b3bf fix: fall back to a devkit entry when Steam drops the library shortcut
On Frames whose Steam drops FramePort's shortcuts.vdf entries on every restart
(GitHub #41/#42), "Add to Steam library" restarted Steam twice and then failed
with "Steam removed the new library entry again after restarting". Play's
fallback (the devkit entry, the one Steam keeps) was never reached because
_add_then_play gave up first.

After the second loss the shortcuts worker now adds the devkit entry while
Steam runs, so the game ends up in the library as "Devkit Game: <title>" and
the job succeeds. Agent v89.
2026-10-14 12:36:53 -04:00
spoopyghosty0 36dbbe0de7 Merge pull request #286 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-14 12:32:10 -04:00
spoopyghosty0 eb251c45b5 Merge pull request #264 from UnicronNL/fix/library-hover-crash
GUI: a late hover on a replaced Library card no longer crashes FramePort
2026-10-14 12:32:06 -04:00
spoopyghosty0 df0cc6a34f Monitor: smooth the shown numbers (time-based moving average) so they don't flicker at fast intervals 2026-10-14 12:29:22 -04:00
spoopyghosty0 3b018b6976 Opt-in frame.unreal_skip_obb_delivery for Unreal games still stuck on the downloader with the CRC check off (#283) 2026-10-14 12:27:39 -04:00
spoopyghosty0 7c066b5fea Opt-in frame.asset_files_stub: answer Meta asset-file requests for DLC managers that stall without the service (#203) 2026-10-14 12:22:13 -04:00
spoopyghosty0 095281fca5 Clear errors for a moved game APK, installer-only Linux archives and intercepted HTTPS (#278, #287, #232) 2026-10-14 12:22:00 -04:00
spoopyghosty0 8453408d24 Library: a hovered card's left border is no longer cut off at the grid and shelf edge 2026-10-14 12:16:40 -04:00
spoopyghosty0 f5368d73ea FramePort 1.1.1
Config files written by an older FramePort are no longer kept as the user's own (their backup brought them
back when a recipe dropped them).
2026-10-14 11:14:12 -04:00
spoopyghosty0 bd92c25a09 Site: contributor data refreshed (1.1.1) 2026-10-14 11:14:10 -04:00
spoopyghosty0 05024e02bf Docs: games list regenerated with the new catalog entries 2026-10-14 10:58:25 -04:00
spoopyghosty0 56e122d85f Fix release blockers in the update-skip and upload changes (agent v88)
- Check the Steam shortcut on every update, also when nothing else changed: a connection lost during
  "Add to Steam" or Steam putting its old shortcuts.vdf back left games without a library entry. The
  agent restarts Steam only when the entry really changes.
- Artwork updates for installs without a recorded artwork manifest start from a clean folder again
  (an old portrait.jpg next to a new portrait.png was picked at random for the Steam grid).
- OpenSSH uploads only rename .part files that are already complete (sftp's reput refuses them, which
  sent every resume to the Paramiko fallback).
- frame.tbxr_vendor revision 2: GL4ES ports get "Update on Frame" for the #191 draw fix.
- Configuration-only updates send the library's current Steam tags.
- finalize drops fingerprints and the artwork record an older app didn't send.
- set_settings: malformed numbers are refused before anything is written; int settings keep a
  fractional value.
- Display diagnostics use Windows PowerShell 5.1 without pwsh's PSModulePath; window diagnostics and
  the instance owner file can't stop the GUI from starting.
2026-10-14 10:58:24 -04:00
spoopyghosty0 d7a26ca181 Docs: update screenshots and videos 2026-10-14 14:34:48 +00:00
spoopyghosty0 3fcb901f8c Prefer OpenSSH for bulk uploads with resumable Paramiko fallback 2026-10-14 10:28:55 -04:00
spoopyghosty0 faea99e837 Skip unnecessary game update work and add bounded parallel uploads 2026-10-14 10:09:24 -04:00
spoopyghosty0 05c4f5603b Merge pull request #277 from spoopyghosty0/catalog/issue-266
catalog: com.arkio.arkio
2026-10-14 09:43:35 -04:00
spoopyghosty0 60fa213862 Refresh catalog PR #277 against main 2026-10-14 09:43:30 -04:00
spoopyghosty0 b67c403447 Merge pull request #276 from spoopyghosty0/catalog/issue-262
catalog: com.NiVision.RacketPinball
2026-10-14 09:43:17 -04:00
spoopyghosty0 21e2693568 Refresh catalog PR #276 against main 2026-10-14 09:43:11 -04:00
spoopyghosty0 8d8a5dab59 Merge pull request #275 from spoopyghosty0/catalog/issue-267
catalog: quest.eleven.forfunlabs
2026-10-14 09:43:00 -04:00
spoopyghosty0 185a947ba1 Refresh catalog PR #275 against main 2026-10-14 09:42:54 -04:00
spoopyghosty0 8622f8bc5c Merge pull request #274 from spoopyghosty0/catalog/issue-260
catalog: com.notdead.COMPOUNDQUEST
2026-10-14 09:42:31 -04:00
spoopyghosty0 70d722063e Refresh catalog PR #274 against main 2026-10-14 09:42:11 -04:00
spoopyghosty0 e9ab42bcab Merge pull request #273 from spoopyghosty0/catalog/issue-248
catalog: com.polyarc.Moss2
2026-10-14 09:42:02 -04:00
spoopyghosty0 6d9944844a Refresh catalog PR #273 against main 2026-10-14 09:41:57 -04:00
spoopyghosty0 11c52636c3 Merge pull request #272 from spoopyghosty0/catalog/issue-259
catalog: pl.idreams.zombirds
2026-10-14 09:41:44 -04:00
spoopyghosty0 bf455baeb5 Refresh catalog PR #272 against main 2026-10-14 09:41:37 -04:00
spoopyghosty0 986e554fa5 Fix sunglasses lens symmetry in Cool Game demo artwork 2026-10-14 09:34:49 -04:00
spoopyghosty0 f6ae3f7724 Fix xLua startup on Frame with full-pointer Lua engine 2026-10-14 09:19:19 -04:00
spoopyghosty0 310863900f Add lightweight Windows display diagnostics 2026-10-13 23:41:13 -04:00
spoopyghosty0 7462317dcb Fix GL4ES draw dispatch in Team Beef ports 2026-10-13 23:25:29 -04:00
spoopyghosty0 32a2694b05 Recover windowless FramePort instances when Windows hides the lock owner 2026-10-13 20:46:47 -04:00
spoopyghosty0 421ee8cb5f Enable reported working fades for Batman and Iron Man VR (#197) 2026-10-13 20:29:29 -04:00
spoopyghosty0 693e75b19a Retry OVRPort's missing application label failure (#269) 2026-10-13 20:21:57 -04:00
spoopyghosty0 bdbe9550ba Keep saved Android recipes out of empty OVRPort conversions (#271) 2026-10-13 20:12:50 -04:00
spoopyghosty0 c1653f21b1 Fix case-insensitive Steam shortcut keys (#263) 2026-10-13 19:20:39 -04:00
github-actions[bot] f251129c11 catalog: com.arkio.arkio (from #266) 2026-10-13 22:36:56 +00:00
github-actions[bot] 5acf9f1d7a catalog: quest.eleven.forfunlabs (from #267) 2026-10-13 22:36:55 +00:00
github-actions[bot] 88dd4a99a6 catalog: com.NiVision.RacketPinball (from #262) 2026-10-13 22:36:54 +00:00
github-actions[bot] e30c9735dc catalog: com.notdead.COMPOUNDQUEST (from #260) 2026-10-13 22:36:52 +00:00
github-actions[bot] f237f64d84 catalog: com.polyarc.Moss2 (from #248) 2026-10-13 22:36:50 +00:00
github-actions[bot] fd11975ffb catalog: pl.idreams.zombirds (from #259) 2026-10-13 22:36:48 +00:00
UnicronNLandClaude Opus 5.5 536fba2145 GUI: a late hover on a replaced Library card no longer crashes FramePort
Moving the mouse over the Library right after its cards were rebuilt (e.g.
the library changed at start, or a view switch) could deliver a hover event
for a card that was already off the page. Its handler called tile.update(),
Flet 1.0 raised "Container(…) Control must be added to the page first", and
an error in an event handler takes the whole app down to Flet's error
screen.

- Library grid and shelf card hover handlers use the safe C.update(tile),
  which skips controls that aren't on the page any more (the convention
  everywhere else in ui/)
- Settings' index: scroll_to on a page that has already left the screen
  (or a closed window: "Session closed") is ignored instead of raising in
  the task callback

Seen on the desktop app (Linux) while testing the a32 branch; the code is
the same on main. No automated reproduction (needs a real hover during a
redraw).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 15:13:45 +02:00
spoopyghosty0 54fdeaca14 Site: the download page's arriving badge uses the site's easing again (reverts that part of 1182f8f) 2026-10-13 00:00:52 -04:00
spoopyghosty0 1182f8f275 Site: release and contributor data refreshed (1.1.0); the download page's arriving badge overshoots like before (1.0.3) 2026-10-12 23:55:20 -04:00
spoopyghosty0 90248b6742 Merge pull request #253 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 23:47:48 -04:00
spoopyghosty0 8b2d24a9f5 FramePort 1.1.0 2026-10-12 23:44:06 -04:00
spoopyghosty0 c8f399da57 Docs: update screenshots and videos 2026-10-13 03:22:34 +00:00
spoopyghosty0 d787abb5df Gamepads that appear after the start reach a running 2D app; D-pad buttons in the pad layout (#162)
Agent 85: the game's container gets the host's /dev/input at /dev/fp-input (Lepton's /dev/input holds its own Wayland
input pipes) and the launcher's _gamepad_links worker keeps /dev/input/eventN links to Steam Input's virtual pads in
step while the game runs: controllers switched off and on again (Steam makes a new pad) work without a restart.
Android's EventHub adds and removes the links through inotify (dev Frame, uinput stand-in pad created after boot:
New device, Device removed, added again). Older launchers get the new gamepad line through upgrade_launchers.
The key layout also maps BTN_DPAD_* (a Steam Input layout that sends the D-pad as buttons, e.g. a stick set to
D-pad; the Frame's controllers have no D-pad of their own).
2026-10-12 23:20:29 -04:00
spoopyghosty0 81e33e7a26 Game menu: Update with a newer APK… (#161)
Pick the new APK from the game's right-click or … menu: pipeline.replace_apk checks it's the same app (refuses
another package, warns when its versionCode is older), points the entry at it and analyses it again; title, art, tags
and the user's own recipe stay, the game data stays unless the new APK's folder has its own. The game page then
offers Update on Frame.
2026-10-12 23:15:07 -04:00
spoopyghosty0 2a33c218b1 Merge branch 'worktree-agent-a259646b4d1d00ab3' into worktree-merge-pr240 2026-10-12 23:04:01 -04:00
spoopyghosty0 fbdeb700d0 A changed Frame SSH key gets its own message and a Trust the new key button; uninstall gives up its own lock
- HostKeyChanged (paramiko BadHostKeyException): not treated as "can't reach" (jobs don't pause and retry); the
  Steam Frame page explains it and offers Trust the new key (forget_host_key + reconnect); CLI frameport frame trust-key.
- Uninstall from the running app: instance.release() drops gui.lock before the data folder goes, and files still in
  use are reported as left over instead of stopping the uninstall (Windows).
Both from Reddit reports (2026-10-12).
2026-10-12 22:57:54 -04:00
spoopyghosty0 26ef64ebf9 bHaptics: skip the Android 12 Bluetooth permission request (frame.bhaptics_permission, #235)
bHaptics' vest SDK asks for BLUETOOTH_CONNECT at start; on Lepton's Android 11 the permission screen takes the
foreground for a moment and the game pauses (Yupitergrad froze on its loading screen in the reporter's session).
PermissionUtils.requestBluetoothPermission returns at once (Dex.return_early). Suggested by analysis
bhaptics_permission (ANALYSIS_VERSION 14) and triage bhaptics-permission-prompt. On the dev Frame the prompt is gone;
whether it was the whole cause of the freeze is for the reporter to confirm.
2026-10-12 22:40:49 -04:00
spoopyghosty0 43994d1c93 Artifacts: adapter, xrshim, VrApi bridges and the foveation darken layer rebuilt from #247's sources (merged with main) 2026-10-12 22:02:42 -04:00
spoopyghosty0 8fead8387d Merge PR #247 (experimental shared eye-tracked foveation, Batman video)
# Conflicts:
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	catalog/triage.yaml
#	tests/test_triage.py
2026-10-12 21:56:42 -04:00
spoopyghosty0 6419295a00 Merge PR #245 (Star Wars: Tales from the Galaxy's Edge: splash bypass, multiview depth, SideQuest layout)
# Conflicts:
#	docs/PATCHES.md
#	src/frameport/sources/quest_dump.py
#	tests/test_quest_dump.py
#	tests/test_triage.py
2026-10-12 21:48:22 -04:00
spoopyghosty0 c29cef5f97 FrameBridge: fade_quad draws colour-scale fades as a black quad over the picture (#197)
Opt-in game setting (Picture -> Draw fades over the picture). Batman: Arkham Shadow fades by dimming its projection
layer with XR_KHR_composition_layer_color_scale_bias; with fade_quad=1 FrameBridge adds a black, alpha-blended quad
right after the dimmed layer (VIEW space, 1 m ahead), opacity = 1 - scale in 16 steps. One 8x8 swapchain, refilled
only when the step changes (Vulkan clear on the app's queue / GLES clear in its context); one swapchain per step hit
XR_ERROR_LIMIT_REACHED. fade_quad=2 also removes the layer's own scale. Device (headless, Batman): swapchain created,
level 16/16 on the first frame, no xrEndFrame errors, 72 fps.
2026-10-12 21:40:01 -04:00
spoopyghosty0 b678ce8967 Artifacts: libvrapi.so rebuilt from #244's sources 2026-10-12 21:28:05 -04:00
spoopyghosty0 289d771cc9 Merge PR #244 (The Climb: CryEngine detection, VrApi frame flags) 2026-10-12 21:22:44 -04:00
spoopyghosty0 78ac1a2865 Agent: the cloud-saves line takes the package as given (the launcher template doesn't check names elsewhere); test template call updated (#240) 2026-10-12 21:21:06 -04:00
spoopyghosty0 8a96b37df3 Merge branch 'pr240' into worktree-merge-pr240 2026-10-12 21:14:15 -04:00
Lucas-Mathieu e1b153915e Fix Ruff formatting checks for foveation changes 2026-10-13 02:31:35 +02:00
spoopyghosty0 ec552046eb CLAUDE.md: what the 2026-10-12 issue round found (drive paths, thread keys, Cpp2IL v107, Vermillion, OLAR/FNAF/VR4, uploads) 2026-10-12 20:04:35 -04:00
Lucas-Mathieu 697e96c35f Add experimental shared foveation and Batman video/loading fixes 2026-10-13 01:50:29 +02:00
Nick Leach 34d00efe0a Fix The Climb CryEngine content detection and VrApi rendering 2026-10-12 16:28:22 -06:00
Nick Leach d6c8315463 Fix Aftermath backup data detection and first-launch cloud saves 2026-10-12 16:25:43 -06:00
spoopyghosty0 7202d6ae41 Vermillion 1.7.2: canvases are painted in the scene, so the hand and brush stay visible (frame.vermillion_scene_canvas, #200)
The game showed a canvas being painted as its own compositor layer, which the Frame draws in front of everything.
PaintableMesh.HasCompositorLayerAvailable and ShouldUseCompositorOverlay return false (Cpp2IL), so the game's own
fallback draws the canvas in the scene (Klownicle's finding). Catalog recipe, PLAYBOOK row, test.
2026-10-12 18:23:56 -04:00
Nick Leach 2fe932a50f Fix Tales loading stall, clipped eye rendering, and missing backup assets 2026-10-12 16:21:23 -06:00
spoopyghosty0 1c02ebe1d3 Lint: line lengths, unused import; scripts/upload_bench.py (upload speed by method, discussion #242) 2026-10-12 18:15:09 -04:00
spoopyghosty0 4cd7a2b5e8 Docs: patch list regenerated after merging the round's patches 2026-10-12 18:09:49 -04:00
spoopyghosty0 b8d5b3badc Cpp2IL: Unity 6.5 games use the development build (metadata v107)
No Cpp2IL release reads Unity 6.5's metadata yet ("We support 23-106, got 107"), so the text-field and MSAA
fixes were skipped for Wander 0.3570 (#198). When the release reports an unsupported metadata version, the
development branch's CI build (nightly.link, as Cpp2IL's README links it) is fetched into tools/cpp2il-nightly/
and used; cached errors of that kind get one retry with it. Checked with Wander 0.3570: it reads the v107
metadata and writes TMP_InputField, OVRDisplay and OculusLoader.
2026-10-12 18:07:00 -04:00
spoopyghosty0 375a9d9fe2 Wander 0.3570: Unity's thread keys share one real key (frame.unity_tls_key_pool, #198)
Bionic allows 128 pthread keys per process. Unity 6 takes about 40, and with Gecko, Firebase and the Frame's own
libraries Wander 0.3570 ran out: Firestore aborted at start ("cannot create thread specific key for
__cxa_get_globals()", #198, #202). Opt-in patch, suggested for Unity 6 with Firebase C++ or Gecko: libunity.so's
pthread_key_create/_delete and pthread_get/setspecific imports are renamed in place to fp_tkey_* (new
elf.rename_imports: undefined symbols only, shared names refused, versions set global) and libfp_tkeys.so
(native/tlskeys) is added to its DT_NEEDED; keys without a destructor become generation-tagged slots behind one
real key, everything else keeps real keys. Approach and the first helper by Klownicle (#198), reimplemented here.
Triage signature pthread-keys-exhausted, PLAYBOOK row, Wander's recipe updated to 0.3570.
2026-10-12 18:06:59 -04:00
spoopyghosty0 0c05f88c5e Game menu: Update app only (discussion #180)
Installs the new build and leaves the game data on the Frame as it is (the CLI's --apk-only): a normal update
re-sends every OBB whose size differs from the PC's copy, which replaced OBBs changed on the Frame (mods). Asks
first; Quest games on the Frame only. Resume after a failure keeps the kind of update.
2026-10-12 17:58:07 -04:00
spoopyghosty0 22a324764d Space check before installs uses the drive each game goes to (#205)
New games are checked against the drive chosen on the Frame page, installed ones against their own drive, from
the drive list fetched at connect and after install jobs (app.frame_drives). Internal storage's free space only
counts when no drive list is known. drives.target_drive/space_shortfalls are pure helpers with tests.
2026-10-12 17:58:06 -04:00
spoopyghosty0 62e28f655e GUI: file pickers work without the desktop portal (#208)
Flet's Linux picker asks the XDG desktop portal; window managers without one (IceWM, bare X11) answer
NameHasNoOwner and every pick raised. C.pick_files / C.pick_dir now fall back to zenity or kdialog (kdialog
first on KDE; core/pickers.py, run off the UI loop), and without either to a "type the full path" box. All
twelve pickers go through them.
2026-10-12 17:58:06 -04:00
spoopyghosty0 d4ea0a27bb Linux apps: the desktop icon has its own switch, and one deleted by hand stays deleted (#212)
Agent 83: deployment.json desktop_icon (default on); refresh_desktop_entries only updates a desktop copy that is
there; desktop_entry takes icon=. Game page: "In the app menu" and "On the desktop" switches.
2026-10-12 17:58:02 -04:00
spoopyghosty0 401fbed1d5 Games on drives with a space in their name start again; EOS keychain loop patch; Climb's CryEngine detected
- Agent 83: Valve's Lepton pastes the game's paths unquoted into shell commands (liblepton mounting.sh), so a game on
  a card named "Steam Frame 512g" never got its internal storage (no saves, no SharedPreferences). The Quest launcher
  now links the game folder to ~/.local/share/frameport/lepton-paths/<pkg> at every start and gives Lepton that path;
  upgrade_launchers converts existing launchers, move and uninstall handle the link (#213, #214, #215, #221).
- frame.eos_keychain_loop (opt-in, offered by triage): Epic Online Services' resetKeychain returns at once, so a
  keychain it can't write no longer loops forever (Beyond Sandbox, #214).
- Triage lepton-data-link-failed and eos-keychain-loop.
- CryEngine also from libAndroidLauncher.so + a .cryproject (Climb 1, #238); ANALYSIS_VERSION 12.
2026-10-12 17:55:03 -04:00
spoopyghosty0 9bfb2ddd3b Catalog: 15 new working recipes, Beat Saber and Waltz of the Wizard re-verified
Ladder, Munkr Funkr, MacacoVR, Vampire Survivors, Dance Central, NFL PRO ERA II, Swarm 2, Totally Baseball,
Drunkn Bar Fight, Drunkn Bar Fight 2, Fruit Ninja, Kill It With Fire VR, Superfly, FrenzyVR, Dungeons of Eternity.

Closes #243, closes #241, closes #236, closes #234, closes #228, closes #226, closes #224, closes #223,
closes #222, closes #220, closes #207, closes #219, closes #218, closes #217, closes #216, closes #211,
closes #210, closes #206
2026-10-12 17:09:20 -04:00
spoopyghosty0 ea2522a45d Merge pull request #225 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-12 16:56:14 -04:00
spoopyghosty0 fa67b36d20 Docs: update screenshots and videos 2026-10-12 20:33:12 +00:00
spoopyghosty0 972f5c7147 Showcase: the install video hovers 'Quest games' (the Frame page's readiness rows lost '(Lepton)' in c477070) 2026-10-12 16:16:55 -04:00
spoopyghosty0 c477070772 GUI: plainer words, readable dim text, quieter empty tabs, one way to connect, portal switches
- Plain words: patch titles lose bracketed internals unless Show technical details is on (C.patch_title); a passed launch test just says so, how far it got shows only when it fails (C.test_line); Frame page readiness says Quest games / PC VR games and storage drops the file system (reason in a tooltip); the failure pop-up says where it stopped, that Resume continues and that saves and signing keys are kept. Engine and VR API stay on the game page; the OpenXR runtime and game launch capacity checks stay; the first start still names its tools.
- Readable dim text: TEXT_3 is #868A96 (Portal, Portal OLED) and #868B9C (Original), at least 4.5:1 on the window, sidebar, cards and raised panels (was 3.6-4.4:1); a test keeps the built-in themes there.
- Quieter empty tabs: the not-connected Files, Screenshots, Live view, Type on Frame and Monitor tabs show one sentence and Connect above a faint sketch of the tab (C.ghost_preview) instead of three feature cards; the Live view shows one Start button and no feature cards.
- The connect page has one way in: "Set up your Frame" up front (no password, nothing changes until you allow it), "Already set up?" below, the address and password behind "Connect by address…"; no 1/2/3 numbers.
- Consistency: every switch is C.switch, with the portal gradient painted under a transparent track (the real Switch keeps keyboard, focus and semantics), a dark thumb with a check when on and a grey one with a cross when off (the same size); where a patch came from is blue information, not orange; the platform filter says "Quest/Android"; the welcome screen says "Set up your Frame".
- Showcase: the live-view shot waits for "Ready when you are"; the install video clicks "Set up your Frame".
2026-10-12 15:46:14 -04:00
spoopyghosty0 2c1b901728 Site: less template, more FramePort
- Section labels name what you do there ("See how it works", "See what runs", "Get started") instead of 01-07; plain headlines ("What happens when you click Install on Frame", "FramePort patches the games that don't run as they are"); the hero's eyebrow is gone; nav "Install" -> "Get started" (no clash with the /install/ link page)
- Phones and narrow windows (below 1120 px) get a Menu panel instead of a hidden or wrapping nav; on phones the download buttons say "Get it on your PC"; no three.js on data saver or 2G/3G; the install log drops its detail column under 600 px
- The download page says why Windows and macOS warn on first start (self-signed) and where the SHA-256 sums are; Get started step 3 says nothing changes on the Frame until you click Allow, with a link to the script
- The app tour's screenshots and videos sit behind one disclosure; the game-maker panel shows the demo button on its own stage with the HTML behind "Show the HTML"; Compare without icon tiles, Free and open source stays the emphasized card
- Quieter motion: no cursor light, pointer-lit heading gradient or film grain; sections settle in with a 10 px rise, heading words rise without the tilt, labels decode once, a faint click ripple, a gentler hero lean, a lighter spring (--ease-spring); the warp field, the contributor dock and the gradient changelog version stay
- Readability: dim text #868a96 (4.77:1+), themed placeholders, pending install-log stages stay readable, no labels under 11px, the walkthrough shows each platform's real file and program (was "?os=linux" and FramePort.exe)
- Impeccable design-tool files (PRODUCT.md, DESIGN.md, .impeccable/) are ignored: they stay local
2026-10-12 12:57:12 -04:00
spoopyghosty0 80ef9ca6a7 Site: release and contributor data refreshed (1.0.4) 2026-10-11 21:30:25 -04:00
spoopyghosty0 c744f8740b Site: the games board lists games in a random order on every visit (working games first, then with issues, then not running) 2026-10-11 21:30:13 -04:00
spoopyghosty0 859f921361 Monitor: games Steam runs that FramePort didn't install count (e.g. Job Simulator from Steam's store, named from its appmanifest; End game = Steam's Exit game), overlay apps are never the game being played, and the newest game comes first (agent v81) 2026-10-11 17:27:10 -04:00
spoopyghosty0 6acf9d048e App icon: all four corners rounded (only the top-left one was); source runs on Windows show FramePort's icon instead of Flet's (window.icon from an .ico made of it) 2026-10-11 14:40:32 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 eec0218b1d FramePort 1.0.4 2026-10-11 14:13:56 -04:00
spoopyghosty0 526ba0a684 Launch tests: a game that ran until the session ended for lack of a worn headset (VrApi bridge tracking deadline) passes, even when it crashes afterwards (BlazeRush 'Failed to launch' on install, GitHub #57) 2026-10-11 14:12:04 -04:00
spoopyghosty0 23b6ff1b5e Dev: WSL source runs can share the Windows copy's data folder (FRAMEPORT_WINDOWS_DATA=1): paths saved by the other side are translated on load, Java and Cpp2IL keep one copy per OS, and such runs leave the link handler alone 2026-10-11 13:59:37 -04:00
spoopyghosty0 00c6863e54 FramePort 1.0.3 2026-10-11 13:31:33 -04:00
spoopyghosty0 4863035a05 catalog: Robo Recall gets sync_guard (vrclient xrSyncActions crash on the splash after the intro, GitHub #188) 2026-10-11 13:31:20 -04:00
spoopyghosty0 a30162ea63 Fixes from reports: update dialog links open again (#194), a relaunched update no longer inherits the old app's Flet/Python environment (black window, #195), report form says to attach the zip in a comment if the box won't take it (#196), Job Simulator and Vacation Simulator without Lepton's Android window (frozen hands, #193/#163) 2026-10-11 13:27:18 -04:00
spoopyghosty0 24eaa97fde GUI: one window per data folder (a second start brings it to the front, a windowless leftover is ended), the process ends with its window, and checked play sessions get one pop-up instead of one per game 2026-10-11 13:20:31 -04:00
spoopyghosty0 767b152423 Merge catalog recipe from #183 2026-10-11 12:29:42 -04:00
github-actions[bot] 10e7669f70 catalog: com.drawandcode.TaskmasterVR (from #183) 2026-10-11 16:29:18 +00:00
spoopyghosty0 76c4f2d225 FramePort 1.0.2 2026-10-11 12:28:58 -04:00
spoopyghosty0 3a851e911f frame.ovr_stable_user: games keep the same Meta user id between starts (OVRPort made up a new one each time, so saves filed under it were lost; GitHub #182) 2026-10-11 12:22:02 -04:00
spoopyghosty0 2912d637b5 FAQ: where a game's settings are and how to diagnose and fix games that don't start, hang, look wrong, stutter, pause, lose progress or need your files; site data refreshed for 1.0.1 2026-10-11 10:48:56 -04:00
spoopyghosty0 5c070ccf23 Merge catalog recipe from #181
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:56 -04:00
spoopyghosty0 b979067215 Merge catalog recipe from #176
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:41 -04:00
spoopyghosty0 4440b459e5 Merge catalog recipe from #175
# Conflicts:
#	docs/PATCHES.md
2026-10-11 10:11:31 -04:00
spoopyghosty0 09b8046337 Merge catalog recipe from #174 2026-10-11 10:11:21 -04:00
spoopyghosty0 0d67335775 catalog: A Fisherman's Tale works with issues (loading screen corruption) 2026-10-11 10:11:09 -04:00
github-actions[bot] 867b9977d5 catalog: com.SchellGames.DieScreaming (from #176) 2026-10-11 14:10:09 +00:00
github-actions[bot] 80092098e0 catalog: com.schellgames.ieytd3 (from #181) 2026-10-11 14:10:06 +00:00
github-actions[bot] feab03e049 catalog: com.innerspacevr.afishermanstale (from #175) 2026-10-11 14:10:06 +00:00
github-actions[bot] 9713da222a catalog: com.WhiteDoorGames.Cosmodread (from #174) 2026-10-11 14:10:05 +00:00
spoopyghosty0 82e617741e FramePort 1.0.1 2026-10-11 09:59:28 -04:00
spoopyghosty0 9de0707070 Diagnostics: a zip saved while a Quest game runs includes threads.txt (each thread's wait, syscall and CPU use, TCP sockets) to find what a hanging game waits for (agent v79, GitHub #157) 2026-10-11 09:58:09 -04:00
spoopyghosty0 1343930ae0 Triage: Android's WebView helper exit is no force-quit; new app-not-started signature for Lepton's "Target app did not start" (GitHub #179) 2026-10-11 09:44:54 -04:00
spoopyghosty0 5424e429e4 Site: the patch reference in the docs; recipe chips (How it works, games board) and patch ids in docs code spans link to their entry 2026-10-11 00:58:52 -04:00
spoopyghosty0 9149eaecd7 Patch reference: scripts/patch_docs.py generates docs/PATCHES.md (every patch and game setting, anchors per id) and the site's id map; --check test, catalog PRs regenerate it 2026-10-11 00:58:51 -04:00
spoopyghosty0 64278e9e2c README and site: recipes for 120+ games (the catalog has 126) 2026-10-11 00:54:41 -04:00
spoopyghosty0 1531acb575 Site: the Built on section only on the homepage, What's new shows only the contributors
Footer's credits defaulted to on, so privacy and 404 showed it. credits is now 'all' (homepage), 'contributors'
(What's new) or off (default).
2026-10-11 00:51:58 -04:00
spoopyghosty0 6796e006d9 Site compare: the open-source card stacks on phones
The title's grid-column 2 / -1 from the wide layout added an implicit second column in the one-column layout,
squeezing FramePort's text to one word per line beside the other tool's.
2026-10-11 00:51:56 -04:00
spoopyghosty0 45f05dd3c6 Site demo: the Library header no longer squeezes its title on narrow screens
The search and buttons sat in an auto column that took the width and left "Libr" and one word per line for the
title. Narrow (icon rail): title, full-width search, buttons and Add games each wrap below. Tablet widths: the title
keeps its own width.
2026-10-11 00:51:54 -04:00
spoopyghosty0 5a2cd45fb8 Site: the hero scene stays sharp while it's in view on phones; no click ripples on touch
Stacked (<= 900 px) the scene sits below the hero text, so --sp measured from the page's scroll had it blurred and
enlarged by the time it reached the middle of the screen. There it now follows its own position (0 until its middle
passes 40 % of the screen height). Wide layouts keep the old mapping. The empty-space click rings and the install
badge's press ripple skip touch pointers.
2026-10-11 00:51:52 -04:00
spoopyghosty0 757671b389 Merge pull request #172 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-10 23:52:39 -04:00
spoopyghosty0 8a2029c079 Docs: update screenshots and videos 2026-10-11 03:38:33 +00:00
spoopyghosty0 b2688dd368 Catalog: BlazeRush verified in the headset with FramePort's fixes (owner, 2026-10-11) 2026-10-10 23:33:55 -04:00
spoopyghosty0 13de114f39 test_showcase: the fake setup server check looks at every PairingServer method the GUI touches (it missed open_asks) 2026-10-10 23:26:11 -04:00
spoopyghosty0 9016982394 Showcase: the pretend setup server has open_asks/prune like the real one (the install tutorial failed to record); test that it offers everything the GUI uses 2026-10-10 23:25:14 -04:00
spoopyghosty0 cad2cd366c BlazeRush: min_app 1.0.0 (ships with 1.0) 2026-10-10 23:24:03 -04:00
spoopyghosty0 a5820e68d7 BlazeRush works (GitHub #57, from Klownicle's guide; headset check pending): frame.blazerush (1.0.349 only, fingerprint + words checked: avatar wait NOP, avatar renderer RET, shader cache cache/br_shader_v1), device.config_sync (agent v78: saved resolution in user_config.xml from the runtime eye size x scale at finalize, settings changes and before each start), catalog recipe with the GL shim fixes and scale 1.7, triage vrapi-fov-before-tracking / gl-integer-attribs 2026-10-10 23:18:42 -04:00
spoopyghosty0 aff939a6d8 BlazeRush native fixes (GitHub #57, Klownicle's guide): GL shim gl_int_attribs (integer vertex inputs fed as floats re-set with glVertexAttribIPointer per draw, per-context reflection dropped on link/binary/delete) and gl_highp_markers (matching vertex shaders compute in highp); VrApi bridge answers FOV properties 7/8 before any session with the live FOV saved by an earlier session (also located before tracking); FrameBridge logs the runtime's unscaled eye size 2026-10-10 23:18:41 -04:00
spoopyghosty0 5e725fbd08 Issue chooser: links to Discussions (questions, ideas) and the docs 2026-10-10 23:16:30 -04:00
spoopyghosty0 1cb9e6f65b docs/brand: GitHub social preview image (1280 x 640) 2026-10-10 23:11:13 -04:00
spoopyghosty0 7a843962e8 Catalog: Time Crisis II VR (test build) works (shared working config)
Closes #173
2026-10-10 23:09:47 -04:00
spoopyghosty0 51220a4942 docs/brand: square FramePort icon (1024 px PNG + SVG) for project pages and listings 2026-10-10 23:00:24 -04:00
spoopyghosty0 981daa3c2d Unreal: start without the OBB check (frame.unreal_skip_obb_check, GitHub #159)
Epic's DownloaderActivity checks the OBB's name and size and, with the manifest's
bVerifyOBBOnStartUp=true, CRC-checks the whole file; its screens are invisible in Lepton,
so games like Contractors seem to hang at 'Displayed .../.DownloaderActivity'. The patch
flips that manifest boolean (axml.set_meta_data_bool, one 4-byte value); analysis
unreal_verify_obb (ANALYSIS_VERSION 11) suggests it. Triage unreal-obb-check-stuck (fatal)
fails such launch tests; triage keeps system_server's lines about the game's own activities.
2026-10-10 22:49:21 -04:00
spoopyghosty0 9781c2bb6b Showcase: sharper README teaser (1280 px, 20 fps, WebP drawing preset from quality 95, up to 8 MB) and tour/install videos (CRF from 17, up to 20 MB); the teaser showed compression artifacts 2026-10-10 22:32:47 -04:00
spoopyghosty0 a7c349835c Install looks for a game's data files again when it was added without them (OBBs copied next to the APK afterwards; GitHub #156) 2026-10-10 22:29:52 -04:00
spoopyghosty0 9a48eac3e6 Catalog: TRIANGLE STRATEGY works (shared working config)
Closes #171
Closes #85
2026-10-10 22:18:23 -04:00
spoopyghosty0 9082c684ed test_vr_overlay: expect systemd quotes only where the path needs them (CI's checkout path has no spaces; the v1.0.0 build failed on it) 2026-10-10 22:17:22 -04:00
spoopyghosty0 84235fbc9f FramePort 1.0.0 2026-10-10 22:04:58 -04:00
spoopyghosty0 8accd6221a Install links: the homepage's example button is a demo link (frameport.app/demo/cool-game.json, published on the site). FramePort recognises every form of it without any network request and answers with a demo install question for "Cool Game"; Install tosses its cover out of the logo's portal (easter eggs off: "Nice, it works!"), nothing is downloaded or added. The landing page marks it as a demo link; open-link says it's the demo and stops 2026-10-10 21:47:57 -04:00
spoopyghosty0 c37eebb59f Site: link the rift-on-frame branch from How it works 2026-10-10 21:47:04 -04:00
spoopyghosty0 5b0bd2589b PC Steam shortcuts: Revive games (all started by ReviveInjector.exe) are told apart by the game in the launch options; a second Revive game overwrote the first one's shortcut 2026-10-10 21:44:47 -04:00
spoopyghosty0 231e5e50cd Merge branch 'worktree-agent-ad6131f295772bee1' 2026-10-10 21:39:29 -04:00
spoopyghosty0 423b2e1c3e Rename… for every library entry: the name is kept from then on and reaches Steam without a new shortcut (agent v77 rename)
Game menu (Library right-click, game page "Name and artwork") and CLI 'frameport rename <pkg> "<name>"|--reset'.
The title is locked (title_locked + auto_title for the reset); rescans, Rift store matches and install links only
update auto_title; a chosen name gets no Quest/Rift twin suffix. Installed copies: the Frame's deployment.json title
changes and the shortcut is rewritten with the same appid (matched by Exe), one Steam restart; PC VR installs on this
PC keep their appid too (reinstalls and library updates now record the shortcut's real appid). A Frame that isn't
connected shows "Update name on Frame" on the game page until then or the next install.
2026-10-10 21:38:56 -04:00
spoopyghosty0 b6c5f7c18e Scanning: SideQuest backup folders and AXRB downloads import with their OBBs. AXRB's own PC-patched copies (patched/, *-axrb.apk, no OBBs) are skipped and a rescan replaces games added from them (they started and stopped at once: Steam showed Resume); AXRB's other store files go with the OBBs; an APK inside another game's data folder isn't a game; backups are named after the package, not the backup time. FAQ explains both layouts 2026-10-10 21:29:22 -04:00
spoopyghosty0 74320e607f Site: How it works explains PC VR games on the Frame and on the PC (automatic Revive for Rift games), plus two experimental paths (Quest games in PC VR, Rift games on the Frame alone), closed by default. Install video: download from frameport.app 2026-10-10 21:13:29 -04:00
spoopyghosty0 d87e3b3b5f Merge branch 'worktree-agent-ad5dca676e297ca5d' 2026-10-10 20:59:46 -04:00
spoopyghosty0 c4153be8bc Docs: FramePort's overlay autostart service (agent v76), dev Frame result 2026-10-10 20:58:57 -04:00
spoopyghosty0 b5a16a2680 Overlay apps start with SteamVR through FramePort's own service (agent v76)
SteamVR's auto-launch flag (SetApplicationAutoLaunch) didn't persist on the dev
Frame and a registered watch didn't start by itself. The deployment's overlay
autostart flag is now the source of truth: ensure_host_fixes installs the user
service frameport-vr-overlays.service while an installed overlay app has
autostart on (removed when none has, on uninstall/purge, or with the kill switch
~/.local/share/frameport/vr-overlays.disabled / FRAMEPORT_NO_OVERLAY_AUTOSTART).
It polls every 5 s for a new vrserver (pid + start time, remembered across agent
updates), waits until SteamVR answers, gives SteamVR's own auto-launch 15 s and
starts each autostart overlay app that isn't running (process of its folder or
GetApplicationProcessId) through LaunchApplication, in a child process with a
timeout. Log: ~/.local/share/frameport/vr-overlays.log (capped).
2026-10-10 20:53:32 -04:00
spoopyghosty0 f6870da310 Merge branch 'worktree-agent-a541d9c7207d19375' 2026-10-10 20:52:50 -04:00
spoopyghosty0 6c8cda5d7a Godot apps: start without a clipboard service (frame.godot_clipboard, GitHub #134)
Godot 4.2-4.4's Kotlin code casts getSystemService(CLIPBOARD_SERVICE) with a
non-null 'as ClipboardManager'; Lepton has no clipboard service, so the app
crashes with a NullPointerException in Godot.<init> (4.3/4.4) or on first use
(4.2's lazy property). In place in classes*.dex, matched exactly: the
Intrinsics.checkNotNull before that check-cast becomes nops (older kotlinc
branch forms: the branch is fixed), and Godot's getClipboard/hasClipboard/
setClipboard return at once (Dex.return_early gains String -> "").
Analysis field godot_clipboard (ANALYSIS_VERSION 10), triage
godot-no-clipboard, PLAYBOOK row, unit tests on synthetic dex. Checked against
godot-lib 4.1.4-4.7.2 from Maven Central and the 4.3/4.4.1 export templates:
4.2.2, 4.3.0, 4.4.1 patched (D8 re-reads the result), the others untouched.
2026-10-10 20:52:23 -04:00
spoopyghosty0 7331d9320a Catalog: VR4 zeroes a second permutation of the campaign shader that reads its loop counter before setting it (6604-byte module, found in the reporter's shader capture; GitHub #140) 2026-10-10 20:40:44 -04:00
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+1 -1
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@@ -38,6 +38,6 @@ body:
id: logs
attributes:
label: Diagnostics
description: Drag the FramePort-diag-*.zip here (max 25 MB)
description: "Drag the FramePort-diag-*.zip here (max 25 MB). If the box won't take it, submit the report and attach the zip in a comment."
validations:
required: true
+7
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@@ -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.
+2 -1
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@@ -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
+5
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@@ -30,3 +30,8 @@ site/src/assets/media/
site/media-hq/
site/public/s
site/public/setup.sh
# Impeccable design-tool files (kept local, not in the repo)
/PRODUCT.md
/DESIGN.md
/.impeccable/
+84 -5
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@@ -69,6 +69,10 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
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".
Games in a sample (agent v81): FramePort's own (launch.sh / container / Proton folder), any other game Steam's
reaper runs (`steam:<appid>`, title from the appmanifest, e.g. Job Simulator from Steam's store; not SteamVR, not
devkit entries; End game = Steam's Exit game), overlay apps flagged `overlay` and listed last; newest first. The
UI takes `frame/monitor.main_game(sample)` (never an overlay app alone). The agent's own workers never count.
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
@@ -211,7 +215,14 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
`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
@@ -316,8 +327,17 @@ Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device chec
native layer test: `FRAMEPORT_NATIVE_TESTS=1 pytest -m native` (compiles with the NDK, ~2 min on NTFS).
Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattributes`).
- `FRAMEPORT_HOME=<dir>` isolates all app data (tests use it); `FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR` override
managed tools. Real app data (WSL): `~/.local/share/frameport` (tools, overport workspace + game keystores, library,
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
managed tools. **The owner's real app data is the Windows copy's: `%LOCALAPPDATA%\FramePort`** (= `/mnt/c/Users/
<user>/AppData/Local/FramePort`; tools, overport workspace + game keystores, library, artwork, frames.json, the app's
SSH key which the dev Frame authorizes; moved from WSL's `~/.local/share/frameport` on 2026-10-11, which is now only
a stale backup). The desktop shortcut "FramePort (dev)" runs the source checkout natively on Windows
(`%LOCALAPPDATA%\FramePort-dev\launch-frameport-dev.vbs`: venv `FramePort-dev\venv` via `UV_PROJECT_ENVIRONMENT`,
`uv sync --frozen`, log `FramePort\logs\dev-gui.log`). **WSL runs on that data need `FRAMEPORT_WINDOWS_DATA=1`**
(set in `.claude/settings.local.json`; `paths.shares_windows_data`): the data folder becomes the Windows one, saved
paths from the other side are translated on load (`paths.localize`: /mnt/d/X <-> D:\X in library.json, tools.json,
PC deployment records), Java/Cpp2IL keep one copy per OS (tools.json `java-<os>-<arch>`), and the link handler isn't
registered (it would point the Windows copy's links at WSL). Don't run a WSL GUI and the Windows GUI at once
(the gui.lock flock/msvcrt locks don't see each other; only the gui.alive heartbeat does).
- 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 + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
@@ -345,6 +365,11 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
`T.px(n)`, Material defaults through the theme's text_theme; never hardcode a bare pixel number in ui/.
`scripts/ui_smoke.py --scale 1.5 --viewport 2560x1440` renders it. Flet draws a grey box for invalid layouts (e.g.
an `expand` child in a `wrap=True` Row).
- One GUI per data folder (`core/instance.py`, 2026-10-11): `<data>/gui.lock` (flock/msvcrt, pid inside); a second
start asks the open window to come to the front (`gui.focus`, read by `_watch_links`) and exits; a lock held with no
window (no `gui.alive`) and older than 30 s is a leftover FramePort process and is ended. `main()` ends the process
(`os._exit`) once `ft.run` returns: background threads (re-analysis, session triage) used to keep a windowless
process running. Session triage shows one pop-up for all games of a burst (`_announce_sessions`).
- Stopping the GUI: `pkill -f` patterns match your own shell — use `pgrep -f "[b]in/frameport-gui|[f]let-desktop-light"`.
## Round-2 polish (2026-10-02)
@@ -618,11 +643,16 @@ reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual butto
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`), else reports it. 0.6.3's Play
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`); lost again (agent v89): Steam
ignores FramePort's entries on that Frame, so `add_devkit_entry` adds the devkit entry instead (`added` gets `via:
devkit`) and only reports an error if that fails too. 0.6.3's Play
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
@@ -712,7 +742,8 @@ 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. Autostart at the next SteamVR start: not verified yet. Details: docs/FRAME_RUNTIME.md "Overlay apps".
**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".
**Vader's leak solved / AC Nexus flips (2026-10-14):** Vader Immortal leaves GL errors pending on its context; SteamVR's GL interop (`openxr_graphics_gl_openvr.cpp`, `xrclient_<pkg>.txt` in Steam's logs: `SXR_GL_CHECK: error:0x502 ... glGenTextures`) takes the stale error as its own failure once, and from then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a command buffer every frame (perf page-fault stacks; ~430 renderD128 mappings + 22 MB/s). Adapter `gl_error_clear` (GLES, catalog on for Vader ep1-3) clears them before xrCreateSwapchain/xrBeginFrame/xrEndFrame: flat memory, no SXR_GL_CHECK (headless). The per-game `xrclient_<pkg>.txt` logs are worth reading for runtime errors. The Frame's runtime caps swapchains per session (XR_ERROR_LIMIT_REACHED from ~15; AC Nexus asks for more): flip emulation now turns quads upright in place (scratch VkImage, once per acquire; transfer usage added to single-layer colour swapchains) instead of a shadow swapchain per quad, which ran into the cap (#138). Headless sessions don't draw AC Nexus's panels (adapter `flip_dump` saves before/after images of flipped quads, for headset runs).
**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
@@ -779,6 +810,32 @@ with an index naming modules, `shader_dumps` sends every module of the index'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.
**Issue round 2026-10-12 (agent v83):** Lepton pastes STEAM_COMPAT_DATA_PATH unquoted into `sh -c "ln -s …/internal/<pkg>
/data/data/<pkg>"` (mounting.sh): a game on a card named "Steam Frame 512g" got no internal storage (no saves/prefs;
Beyond Sandbox's EOS then looped `createKeychain→resetKeychain` forever, 1.85 GB log). Quest launchers with an unsafe
path now `ln -sfn <base> ~/.local/share/frameport/lepton-paths/<pkg>` at every start and give Lepton that path
(`app_dir_lines`/`set_app_dir`/`launcher_base`; upgrade_launchers converts; deployment.json keeps the real base).
Verified on the device with a spaced copy of Stremio (old: the `ln` error; new: /data/data link, shared_prefs
writable). `frame.eos_keychain_loop` (opt-in, triage `eos-keychain-loop`) returns from EOSSDK.resetKeychain. Wander
0.3570 (Unity 6.5, Firebase, Gecko) ran out of bionic's 128 pthread keys → `frame.unity_tls_key_pool` (Klownicle's
approach, #198: libunity's 4 key imports renamed `fp_tkey_*` via `elf.rename_imports`, `libfp_tkeys.so` pools
destructor-less keys behind one real key); device: past Firestore, 72 fps. Cpp2IL releases can't read metadata v107
(Unity 6.5) → `tools/cpp2il.py` falls back to the development CI build (nightly.link) on that error. Vermillion's canvas
is an OVROverlay quad (drawn above the hand) → `frame.vermillion_scene_canvas` (PaintableMesh getters → false;
installed build checked, 72 fps headless; headset not yet). Linux apps: `desktop_icon` switch, a deleted desktop copy
stays deleted (#212). Findings: OLAR (#201) RHIThread null deref in libUnreal (`ldr x8,[x19,#792]`, x19=0) not fixed by
hide_space_warp / vk_hide_fdm / no Valve layers; FNAF HW (#135) "freeze" = first-start GL program-binary-cache compile
on Zink (threads busy in zink/disk cache), not a hang; VR4 (#199) reporter's patch.203 OBB truncated. Upload benchmark
(`scripts/upload_bench.py`, #242): home Wi-Fi caps every method at ~11 MB/s; paramiko uses ~3x OpenSSH's CPU; Windows
OpenSSH refuses FramePort's key file (ACL "bad permissions") until its permissions are tightened.
**Meta user id (GitHub #182, 2026-10-11):** OVRPort's platform loader (runtimes 3.4.3-23204ea and -aa54c3f) answers
`ovr_GetLoggedInUserID` (and two other callers) without a Meta account with a made-up id from a helper (`stp; mov x29,
sp; bl random; …; mov/movk x9 = 0x53444835ec580000 (6e18); add x0, x8, x9; ldp; ret`), kept only in memory → a new id
every start; Walkabout Mini Golf files saves under `Profiles/Oculus/<id>/` and lost all progress. `frame.ovr_stable_user`
(default_on, detect = the game has libovrplatformloader.so) rewrites the helper to `mov x0, <6e18 + 32 bits of
sha256(package, keystore)>; ret`: stable per game and per user (keystores are personal), so online games never see two
FramePort users as one. Found in every PATCHED build checked. Host-tested only; upstream candidate.
**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
@@ -795,6 +852,22 @@ table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/e
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. Launch tests count an exit/crash after
such a line as a pass (triage.yaml `headless_end`, finding `headless-end`; GitHub #57 "Failed to launch" on install).
**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
@@ -847,6 +920,10 @@ up to 4 s for the link file to be taken before trusting the heartbeat, the windo
`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`.
@@ -937,5 +1014,7 @@ 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>`.
+3 -3
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@@ -28,7 +28,7 @@ Frame, patches each game so it runs there, uploads it and adds it to your Steam
- **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 90+ games; other games get suggested patches, each explained in
- **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.
@@ -76,7 +76,7 @@ suggests patches. See the [list of tested games](docs/GAMES.md). Got a game work
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 90+
- **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.
@@ -91,7 +91,7 @@ FrameDrop and Valve's own tools install an app as it is. FramePort differs in fo
| 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 90+ games, updated without an app update | Not stated | No |
| 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: &lt;title&gt;"; 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 |
+1
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@@ -5,6 +5,7 @@ FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the followin
## Included in this repository / the release bundles
| Component | Where | License |
|---|---|---|
| LuaJIT (Lua engine for verified xLua pointer compatibility, github.com/LuaJIT/LuaJIT) | `artifacts/arm64-v8a/libfp_luajit.so`; pinned build in `native/luajit/build.py` | MIT (`native/luajit/COPYRIGHT`, included in bundles as `artifacts/licenses/LuaJIT.txt`) |
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
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@@ -1,22 +1,27 @@
1a4dce5c4a6d0dfc5f20e55ac29e70c73cc2cc124c21ca6a7e1b316e6afb1c79 ./arm64-v8a/libVkLayer_fdm_darken.so
5becb96ee86fbda0ce98c0e0fd064f8ba092314aceaa400e3dcc785705dc3c23 ./arm64-v8a/libVkLayer_fp_shaderfix.so
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
d6337034fb0bdcca7ef9b7063d85b7586b8508b63b435959e8fffaba0691091c ./arm64-v8a/libfp_langpack.so
69102b128e00fa1809489a7308e09c1505f563bf7091bbdd3fe5a58e4cc96c2c ./arm64-v8a/libfp_luajit.so
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
0167c2fde5dfde62897f9d85afc4fc8e97784e988b5b8df6cea8c407240b3424 ./arm64-v8a/libfp_tkeys.so
e8c0965c188665a4e565e4a3af983ef1866d1cf9225665cc90d8df286bc96ef3 ./arm64-v8a/libfp_vk.so
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
5432674a59d02f411cd853a5dc57e3fa547d1ac518f25bf433fc54c43677177a ./arm64-v8a/libfpglmv.so
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
fc559dbe0b87eecc3641256837293260cefb7c2ce7b21d808d10edd2a2dba9fc ./arm64-v8a/libglshim.so
1655921f4c91f2f336edf0aac66d8df1b2b649a272aafe365c1f2fa7867129de ./arm64-v8a/libopenxr_loader_generic.so
19ba5ed3c4b780f5ae46251f6958f552acfc5f13c8bb39f995579593fa8990c6 ./arm64-v8a/libglshim.so
51f5e0c5b3d3556baab27ece2936257782d6b590183ae59601cc6d8158c96ee2 ./arm64-v8a/libopenxr_loader_generic.so
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
aa4dc0020c77e12d41ef6ce80b23ad90c9cb7e882338eddf2261efe8645cf38d ./arm64-v8a/libvrapi.so
7943c6825e1c2841e54627f96acbd0754a3c06bb608c47f7aa15007aec2191a5 ./armeabi-v7a/libopenxr_loader_generic.so
7f30861c770361a4e311e3f486dcd2e48cd99a7f907961829ce68e24af17d775 ./arm64-v8a/libvrapi.so
7f30861c770361a4e311e3f486dcd2e48cd99a7f907961829ce68e24af17d775 ./arm64-v8a/libvrapi_foveation.so
6927f100536283a8c26b784af73ee400140dd910e9294e4a9d55f855547ffaf2 ./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
6cda3076a8c09b31bb1f90da614ea89e7ee194589626eeac613e522849604e47 ./licenses/LuaJIT.txt
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
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@@ -0,0 +1,56 @@
===============================================================================
LuaJIT -- a Just-In-Time Compiler for Lua. https://luajit.org/
Copyright (C) 2005-2026 Mike Pall. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
[ MIT license: https://www.opensource.org/licenses/mit-license.php ]
===============================================================================
[ LuaJIT includes code from Lua 5.1/5.2, which has this license statement: ]
Copyright (C) 1994-2012 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================
[ LuaJIT includes code from dlmalloc, which has this license statement: ]
This is a version (aka dlmalloc) of malloc/free/realloc written by
Doug Lea and released to the public domain, as explained at
https://creativecommons.org/licenses/publicdomain
===============================================================================
+9 -7
View File
@@ -10,12 +10,14 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-05'
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
app: 0.9.1
date: '2026-10-11'
known_good_sha256: 0e55a80ed420395b7eaf8075230fad1fae288f6c25d2ce8cc6aa49899e9b7596
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 48
issue: 44
source_hint: WotW
frame_build: '20261007.6125817'
agent: 79
issue: 211
source_hint: Waltz
+6 -6
View File
@@ -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
+21
View File
@@ -0,0 +1,21 @@
package: com.GenderGames.Ladder
title: Ladder
status: works
tested_version: Release
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: '2026-10-12'
known_good_sha256: 7d23692149d40fe469dbf2e13446ceeb94a8a32807e09ddad7731158de9be0a2
app: 1.0.4
overport_cli: 1.2.5
issue: 243
source_hint: Ladder
@@ -0,0 +1,23 @@
package: com.HarmonixMusic.DCVRQuest
title: Dance Central
status: works
tested_version: 1.2.2
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: cbaf2eb594cb25d6a345b50612f9e7ca3e2b2f05abaa072632e8fc0d91277c61
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 228
source_hint: com.HarmonixMusic.DCVRQuest
@@ -13,8 +13,9 @@ details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Kl
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).
the proximity to the touch inputs in FrameBridge didn't reach the game). The game leaves GL errors
pending; the runtime's GL check took one as its own failure and then allocated a command buffer every frame
(~20 MB a second until the frame rate collapsed). gl_error_clear clears them first (GitHub #285).
tested_version: 1.1.1+667256.cl.387770
engine: Unreal
xr: VrApi
@@ -27,10 +28,11 @@ frame:
- frame.zink_shader_fix
adapter:
pose_time_fix: 1
gl_error_clear: 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: '2026-10-09'
issue: 49
updated: '2026-10-09'
updated: '2026-10-14'
min_app: 0.12.1
source_hint: Vader Immortal- Episode I
@@ -18,7 +18,9 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
gl_error_clear: 1
verified:
date: '2026-10-09'
updated: '2026-10-14'
min_app: 0.12.1
source_hint: Vader Immortal- Episode II
@@ -18,7 +18,9 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
gl_error_clear: 1
verified:
date: '2026-10-09'
updated: '2026-10-14'
min_app: 0.12.1
source_hint: Vader Immortal- Episode III
@@ -0,0 +1,20 @@
package: com.InnoverseLtd.FrenzyVR
title: FrenzyVR
status: works
notes: Works, runs good
tested_version: '107'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: 0d87e78dcbe1c705af0d01cda8eabbea514849f7403e5904f0ef49b5cf0653fb
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 216
source_hint: Frenzy VR
@@ -0,0 +1,22 @@
package: com.LocoMotionDevs.Superfly
title: Superfly
status: works
notes: Works, take a bit to launch but works
tested_version: 1.3.3
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e180b6c58b80c1c2d0cc49e75d645a41d3d4bc63ed7ffe1e6f91eac51e486a17
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 217
source_hint: Superfly
@@ -0,0 +1,19 @@
package: com.NiVision.RacketPinball
title: RacketPinball
status: works
tested_version: '2.06'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-13'
known_good_sha256: 80e850f81c24112e8c35a560a333846163a3e783da391290db7663b9015ca58f
app: 1.0.4
overport_cli: 1.2.5
issue: 262
source_hint: RacketPinball
+20
View File
@@ -0,0 +1,20 @@
package: com.PubTest.PubTest
title: Drunkn Bar Fight 2 - Early Access
status: works
notes: Game launches and plays fine
tested_version: '0.515'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-11'
known_good_sha256: f340b5ba70ee9368ead6bfe2c287eda6c5686280ddb8e12b8c9a8d720326de36
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 218
source_hint: Drunkn Bar Fight 2 - Early Access
@@ -0,0 +1,19 @@
package: com.SchellGames.DieScreaming
title: SilentSlayer
status: works
tested_version: 1.1.2+323863s
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5cb085909f9a54488543102242f19c5b2f176a1439659a29a9cca04362601f68
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 176
source_hint: Silent Slayer - Vault of the Vampire
@@ -0,0 +1,21 @@
package: com.StatusPro.NFLProEra2
title: NFL PRO ERA II
status: works
tested_version: 2.4.0
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: '2026-10-11'
known_good_sha256: caf2e8f148ca4929ba5e73112fa7e0958c00d7ee0c5f28926c3f39714db6c923
app: 1.0.4
overport_cli: 1.2.3
issue: 226
source_hint: com.StatusPro.NFLProEra2
@@ -0,0 +1,23 @@
package: com.TinyBuild.killitwithfirevr
title: Kill It With Fire VR
status: works
notes: Works
tested_version: 1.0.5.4208
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: fcadbdaf3255e2909edf763d0c61fb55808ba448d4f277e91ba37b0a0ff9f497
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 219
source_hint: Kill It With Fire VR
+6 -3
View File
@@ -4,9 +4,9 @@ tested_version: MAIN.450412.207706.final
source_hint: Assassins Creed Nexus VR
engine: Unity
xr: OpenXR
status: issues
notes: Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. Ubisoft login
may not work.
status: works
notes: FrameBridge turns its upside-down UI panels upright (flip emulation, in place since FramePort 1.1.2). Ubisoft
login may not work.
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
files; install to obb as-is.
overport_extra:
@@ -17,3 +17,6 @@ verified:
overport_runtime: 3.4.3-23204ea
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
flip_in_place: '2026-10-14, owner in the headset: launch warnings and tutorial pop-ups upright (GitHub #138)'
updated: '2026-10-14'
min_app: 1.1.2
@@ -0,0 +1,21 @@
package: com.WfelisCorp.MunkrFunkrTheLegacyDays
title: Munkr Funkr (The Legacy Days)
status: works
tested_version: '2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 94079c1a2a802322f907058964c4ebbb22edba1dc0f3ec26e3c121ed9d8b0379
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 241
source_hint: Munkrfunkr
@@ -0,0 +1,25 @@
package: com.WhiteDoorGames.Cosmodread
title: Cosmodread
status: works
notes: First run wouldn't allow you to interact with the "New Game" button. Restarting it fixed it.
tested_version: 1.0.0.28
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: '2026-10-11'
known_good_sha256: 44911a4607d0de2770705eefb6339a4c7353cb5dfb49f389d6731edbb9cbea92
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 174
source_hint: Cosmodread
@@ -5,6 +5,8 @@ notes: Needed the LAUNCHER category fix.
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.
sync_guard added 2026-10-11 for a vrclient xrSyncActions crash on the loading splash after the intro (GitHub
#188; the same runtime race as Myst).
tested_version: '1.0'
engine: Unreal
xr: VrApi
@@ -14,10 +16,11 @@ frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
sync_guard: 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'
updated: '2026-10-11'
source_hint: Robo Recall- Unplugged
+25
View File
@@ -0,0 +1,25 @@
package: com.arkio.arkio
title: Arkio
status: works
notes: The quest version allows for passthrough mode
tested_version: 2.3.1
engine: Unity
xr: OpenXR
overport_extra:
- patch_force_passthrough
frame:
- frame.meta_permissions
- frame.unity_text_input
device:
- device.text_input_window
adapter:
scene_emul: 1
verified:
date: '2026-10-13'
known_good_sha256: e17f9b2dc56cb49b4469d81f2e075ca5953f73152804ff1a00fba0931048e103
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 266
source_hint: com.arkio.arkio
+11 -8
View File
@@ -2,19 +2,22 @@ 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
tested_version: 1.45.2_28848
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-03'
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
app: 0.6.1
date: '2026-10-11'
known_good_sha256: b7976f36d39b22eb0fd9c8eb6cce204125430cd2a3e2bfab8ba5d1f7c86f0ac6
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260930.6234839'
agent: 33
issue: 6
source_hint: Beat Saber
frame_build: '20261007.6125817'
agent: 79
issue: 210
source_hint: beat-saber
+3 -2
View File
@@ -16,11 +16,12 @@ frame:
adapter:
sync_guard: 1
surface_native: 1
fade_quad: 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
updated: '2026-10-13'
min_app: 1.1.0
source_hint: Batman- Arkham Shadow
+4
View File
@@ -8,6 +8,8 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
fade_quad: 1
verified:
date: '2026-10-05'
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
@@ -15,3 +17,5 @@ verified:
overport_cli: 1.2.5
issue: 47
source_hint: Marvel's Iron Man VR
updated: '2026-10-13'
min_app: 1.1.0
@@ -0,0 +1,24 @@
package: com.drawandcode.TaskmasterVR
title: Taskmaster
status: works
notes: Launched and played a few tasks. Seems to work pretty much flawlessly other than some occasionally finicky
grip detection - very possible that this is just the game itself though
tested_version: 1.0.17557.29562
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: e3b3c49d77284afb76e9f960828cbfaa4250d66c11b7fd9e4053d489aca662ae
app: 1.0.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 183
source_hint: Taskmaster VR
@@ -0,0 +1,20 @@
package: com.fulldivegames.majorasmaskvr
title: Majora's Mask VR
status: issues
notes: Audio on the file select screen sounds crunchy. Controls may need rebinding in the game. Quest build from https://github.com/fulldivegames/Majoras-Mask-VR.
tested_version: '0.36'
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
adapter:
refresh_rate: 144.0
verified:
date: '2026-10-13'
known_good_sha256: 220096c70fb515ec7b8db1cc7a9075836b4d09f7df63026908af3c30e9fdb7e5
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 268
source_hint: MMVR-Quest-0.36
+23
View File
@@ -0,0 +1,23 @@
package: com.greensky.swarm2
title: Swarm 2
status: issues
notes: MSAA creates visible seams around edge geometry and also the skybox edge
tested_version: '8472'
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: '2026-10-12'
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20260922.6101926'
agent: 79
issue: 224
source_hint: SWARM 2
@@ -0,0 +1,25 @@
package: com.halfbrick.fruitninjavr
title: Fruit Ninja
status: works
notes: Works, launches and plays
tested_version: 1.7.3.696775
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.hw_video_decode
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 5afd1383c6f4aab50425bea955202c74e1706a8a8ba4219689ef5b6e0c984318
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 220
source_hint: Fruit Ninja
+16 -7
View File
@@ -1,15 +1,22 @@
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.
status: works
notes: >-
Headset tested for GitHub issue 61: full view, loading into gameplay, both eyes, controller input and sound
work with the splash bypass and multiview depth-size fix. Keep the main OBB and all three content/sound-bank PAKs.
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.
Map travel stalls with the game thread waiting in FlushRenderingCommands and the render thread waiting in
FSplash::RenderFrame_RenderThread / ovrp_WaitToBeginFrame. frame.unreal_splash_bypass lets loading finish.
SideQuest backups with sibling apk/ and obb/ folders must include all three PAKs; old scans omitted them and
lost sound. The scanner and library refresh recover that layout. Eye clipping came from cached Android window
dimensions for the depth attachment (1920x1016 versus the 1728x1728 eye color texture).
frame.unreal_multiview_depth refreshes both cached dimensions from the current eye render size; multiview and
multisampling remain enabled. The two engine fixes check exported symbols, function sizes and instruction bytes
before changing one instruction each; unrecognized engine builds are left unchanged.
tested_version: 1.1.9+734762.cl.439699
engine: Unreal
xr: VrApi
@@ -18,10 +25,12 @@ alt_overport:
frame:
- frame.asset_files
- frame.unreal_thumb_touch
- frame.unreal_splash_bypass
- frame.unreal_multiview_depth
adapter:
pose_time_fix: 1
verified:
issue: 61
updated: '2026-10-09'
min_app: 0.12.1
updated: '2026-10-12'
min_app: 1.0.4
source_hint: Star Wars- Tales from the Galaxys Edge
@@ -0,0 +1,20 @@
package: com.innerspacevr.afishermanstale
title: Fisherman
status: issues
notes: Loading screens have corruption, but everything works otherwise.
tested_version: '1.087'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: c645ca6321845bd460b4ff1b8ac871e941adb26d280cccba0285e79e4a96a231
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 175
source_hint: A Fisherman's Tale
@@ -0,0 +1,26 @@
package: com.nDreams.Ghostbusters
title: 'Ghostbusters: Rise of the Ghost Lord'
status: works
notes: 'Needs the game''s offline mode: it is built for online play, and without a profile the player name is a random
number. The flat loading screen floats in front of you instead of following your head, so assets can be seen loading
in behind it.'
tested_version: 1.325635.prod.shipping
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_ovrp_entrypoints
- frame.hw_video_decode
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-14'
known_good_sha256: 7556a78c8772aed70c38fc4781677c0900e9dfd4be085a79c421a31323af7888
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 279
source_hint: GBRotgl
@@ -0,0 +1,23 @@
package: com.notdead.COMPOUNDQUEST
title: COMPOUND
status: works
tested_version: 1.0.12
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: '2026-10-13'
known_good_sha256: 5da7aac9863412daec7ba909dcfd2d5cfa6cb5d078150011c006165058cd76bd
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 260
source_hint: COMPOUND
+24
View File
@@ -0,0 +1,24 @@
package: com.othergate.doe
title: Dungeons of Eternity
status: issues
notes: It can not connect to servers
tested_version: '1.3'
engine: Unity
xr: OpenXR
frame:
- frame.vivox_audio_route
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 006a53b81988f1bb088ccb0847c9e4085ee89743ed6b4d5acf161abf99e30365
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 206
source_hint: com.othergate.doe
@@ -1,13 +1,12 @@
package: com.owlchemylabs.jobsimulator
title: Job Simulator
status: works
notes: 'Without Lepton''s Android window: with it, the hands froze after a few seconds (GitHub #193).'
tested_version: 1.4.0.6515
engine: Unity
xr: OpenXR
frame:
frame_remove:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-03'
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
@@ -16,4 +15,5 @@ verified:
frame_build: '20260930.6234839'
agent: 33
issue: 11
updated: '2026-10-11'
source_hint: Job Simulator
@@ -1,14 +1,13 @@
package: com.owlchemylabs.vacationsimulator
title: Vacation Simulator
status: issues
notes: Controllers aren't tracked (reported; not yet diagnosed).
status: works
notes: 'Without Lepton''s Android window: with it (or after clicking it), the hands stayed on the floor (GitHub
#163).'
tested_version: 1.3.0.40142
engine: Unity
xr: OpenXR
frame:
frame_remove:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
refresh_rate: 90.0
@@ -20,4 +19,5 @@ verified:
frame_build: '20261007.6125817'
agent: 59
issue: 163
updated: '2026-10-11'
source_hint: com.owlchemylabs.vacationsimulator
+5 -1
View File
@@ -1,12 +1,15 @@
package: com.parkline.wander
title: Wander
status: works
tested_version: '0.3569'
notes: 0.3570 (Unity 6.5) runs out of thread keys at start without the thread-key pool (fix found by Klownicle,
GitHub #198).
tested_version: '0.3570'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_tls_key_pool
device:
- device.text_input_window
verified:
@@ -17,4 +20,5 @@ verified:
frame_build: '20260930.6234839'
agent: 35
issue: 17
updated: '2026-10-12'
source_hint: Wander
+22
View File
@@ -0,0 +1,22 @@
package: com.polyarc.Moss2
title: 'Moss: Book II'
status: works
notes: Just played the very begining but controlls worked. Did nothing other than install it.
tested_version: 1.0.3.149619
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 686db536ced97d8a151c82955174ec01d67987c466ecd326d3deb557d8c4fd1d
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 248
source_hint: Moss- Book II
@@ -0,0 +1,21 @@
package: com.poncle.vampiresurvivorsvr
title: Vampire Survivors
status: works
tested_version: 1.0.717
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 42c3c18fd6b69a79d9e337d359aa9940428b9193a9ffc3ef987571be6aa6901a
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 234
source_hint: Vampire Survivors
+24
View File
@@ -0,0 +1,24 @@
package: com.schellgames.ieytd3
title: IEYTD3
status: works
tested_version: 1.0.1.211419 (ReleaseCandidate_1.0.0_QuestStore)
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 06f901ae22f7c07a79e11fc1af6b3941a51bbc99624336d6a0939f9593f3bfa0
app: 0.12.1.dev263
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 78
issue: 181
source_hint: 2026-10-08T23-57-41.310Z_211419
@@ -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 +1,24 @@
package: com.themunky.drunknbarfightQuest
title: Drunkn Bar Fight
status: works
notes: Works
tested_version: '11.00'
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: '2026-10-11'
known_good_sha256: a66895bf0fde60a7ccd9bea6b8b1e922650cf1692fe26c1d08bee5b5c866b8b6
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 222
source_hint: Drunkn Bar Fight
@@ -0,0 +1,23 @@
package: com.viewerready.totallybaseball
title: Totally Baseball
status: works
notes: Game Launches and works
tested_version: '2.5886'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-11'
known_good_sha256: 80d53ee2c59cd1846e42a1c309bd8b0c365841d0aaea4092854fa01d2902a839
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 223
source_hint: TOTALLY BASEBALL
+23
View File
@@ -0,0 +1,23 @@
package: com.vrmonkey.skyclimb
title: MacacoVR
status: issues
notes: 2d loading screens are glitchy, otherwise main gameplay is fine
tested_version: '1.1325'
engine: Unreal
xr: OpenXR
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_skip_obb_check
- frame.hw_video_decode
adapter:
haptic_fix: 1
verified:
date: '2026-10-12'
known_good_sha256: 78de47cf0200a6e8e06feeef4a02da0737393b5007e71ba8f62f01dfa93cec0a
app: 1.0.4
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 79
issue: 236
source_hint: MacacoVR
@@ -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
+24
View File
@@ -0,0 +1,24 @@
package: pl.idreams.zombirds
title: Shoot The Zombirds VR
status: works
tested_version: 1.0.2
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: '2026-10-13'
known_good_sha256: 2d06d1b6aac83d232e9f559c1cd3188642e7a34ef515605763ee7afa04730156
app: 1.1.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 85
issue: 259
source_hint: Shoot The Zombirds
+11 -6
View File
@@ -1,11 +1,16 @@
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.
status: works
notes: Works great for me, tried the tutorial and an online match. Quest 2 apk.
tested_version: 0.436.37_2026.9.4.18.35.33.415
engine: Unity
xr: OpenXR
pcvr_alternative: The PC VR (Rift) version works on the Frame through FramePort.
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
issue: 160
date: '2026-10-13'
known_good_sha256: f4d996db1c913639f8b981bf87834e053ee2d9267383da3c1a8372ba755e5ac8
app: 1.1.0
overport_cli: 1.2.5
issue: 267
source_hint: quest.eleven.forfunlabs
+31 -8
View File
@@ -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
@@ -0,0 +1,25 @@
package: xyz.TheAviary.Vermillion
title: Vermillion
status: issues
notes: Runs. The canvas used to hide the hand and brush while painting (the Frame draws the game's canvas layer in
front of everything); the recipe makes the game draw canvases in the scene instead (fix found by Klownicle, GitHub
#200). Not yet confirmed in the headset with this patch.
tested_version: 1.7.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.vermillion_scene_canvas
device:
- device.text_input_window
adapter:
haptic_fix: 1
scene_emul: 1
verified:
date: '2026-10-11'
app: 1.0.1
frame_build: '20261007.6125817'
agent: 79
issue: 200
updated: '2026-10-12'
source_hint: Vermillion - VR Painting
+131 -2
View File
@@ -6,6 +6,36 @@
# 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: meta-asset-status-error
pattern: 'Asset status error\s+\(code 100\)'
severity: error
diagnosis: A DLC manager reports a Meta asset-file status error after VR starts (e.g. PixelRipped 1995). The asset-file check failed; the log does not identify the native call or asset ID. Try the experimental asset-file bypass (empty list, installed status with no file path); this does not supply DLC and has not been verified in the game.
suggest: [frame.asset_files_stub]
- id: lua-lightuserdata-pointer
pattern: 'bad light userdata pointer'
severity: fatal
diagnosis: The Lua runtime rejected a pointer outside its supported address range. In the verified older xLua build, valid wider Frame pointers trigger this failure; a scoped compatible engine is available. For other builds, inspect the rejected pointer before assuming this cause.
suggest: [frame.luajit_pointers]
supersedes: [native-crash]
- id: lua-startup-exit
pattern: '(?s)\A(?=.*libxlua\.so[^\r\n]*lj_err_throw)(?=.*(?:__cxa_finalize|exit\+\d+))(?=.*(?:Fatal signal 6|FORTIFY:))'
severity: error
diagnosis: An uncaught Lua error triggered process exit, followed by a crash during Unity cleanup. The mutex failure is secondary; capture the original Lua error before choosing a fix. This stack alone does not identify a pointer-range problem.
suggest: []
supersedes: [native-crash]
- id: vrapi-frame-rejected
pattern: 'OVRPortVrApi:\s+Unsupported frame flags or swap interval'
severity: fatal
diagnosis: The VrApi bridge rejected the game's frame options, so no picture reaches the headset even though frame pacing can appear in the log. Rebuild and reinstall with the updated bridge; it accepts the old texture-density debug flag used by The Climb (GitHub #238). Other unsupported options are logged with their flags and swap interval.
suggest: [frame.vrapi_bridge]
- id: foveation-instance-skipped
pattern: 'fdm_injection_CreateInstance: skipped'
severity: info
diagnosis: Valve's foveation layer skipped a Vulkan instance. This may be a helper instance; it does not prove
that every game render pass lacks foveation. Compare with instance-created and render-pass diagnostics.
For a compatible renderer, Customize > Eye-tracked foveation > Eye-tracked explicitly enables injection.
Verify image quality and GPU time before retaining it; a loaded layer alone is not proof of active foveation.
suggest: []
- id: no-launcher
pattern: 'APP_ACTIVITY is empty'
severity: fatal
@@ -41,6 +71,17 @@ signatures:
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: unreal-splash-frame-stall
pattern: '(?s)\A(?=.*CSxrSession::WaitFrame)(?=.*FSplash::RenderFrame_RenderThread)(?=.*FlushRenderingCommands)'
severity: error
diagnosis: Unreal's map loading waits for rendering while its separate Oculus splash waits for an unbegun VR frame (Tales from the Galaxy's Edge, issue 61). Bypass the splash renderer to let loading finish; the last image stays visible during loading.
suggest: [frame.unreal_splash_bypass]
# Attachment sizes captured by the issue 61 GL diagnostic probe, not ordinary launch logs.
- id: unreal-multiview-depth-size
pattern: '(?s)\A(?=.*ViewLog[^\n]*attachment 8ce0[^\n]*renderbuffer=1728x1728)(?=.*ViewLog[^\n]*attachment 8d00[^\n]*renderbuffer=1920x10(?:16|20))'
severity: warning
diagnosis: The measured multiview depth attachment keeps the initial Android window dimensions and clips the taller eye color target (Tales from the Galaxy's Edge, issue 61). Refresh Unreal's cached depth dimensions from its eye render size; menu panels use separate layers and remain intact.
suggest: [frame.unreal_multiview_depth]
- id: pac-unpaired
pattern: 'ILL_ILLOPN\), fault addr 0x[0-9a-f]+ \(\*pc=0xd50323bf\)'
severity: fatal
@@ -74,7 +115,8 @@ signatures:
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'
# not Android's own WebView helper, which calls System.exit at every container boot (GitHub #179)
pattern: '(?m)^(?!.*WebViewLoader).*System\.exit|ForceQuit|FAndroidMisc::RequestExit'
severity: error
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]
@@ -154,6 +196,11 @@ signatures:
severity: fatal
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
@@ -193,6 +240,20 @@ signatures:
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
@@ -288,6 +349,50 @@ signatures:
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: lepton-data-link-failed
pattern: "ln: cannot create symbolic link from '[^']*' to '/data/data/|Couldn't create directory for SharedPreferences file /data/user/0/"
severity: fatal
diagnosis: The game has no internal storage (saves, settings) inside Lepton. Usually its folder's path has a space (a microSD card named for example "Steam Frame 512g"), which Lepton's own scripts can't handle; FramePort's launcher (agent 83 and newer) gives Lepton a path without spaces. Connect FramePort once so the launcher is updated, then start the game again.
report: true
supersedes: [java-crash, native-crash]
- id: bhaptics-permission-prompt
pattern: 'GrantPermissionsActivity: Permission grant result .*permission=android\.permission\.BLUETOOTH_CONNECT'
severity: error
diagnosis: The game asked for Android 12's Bluetooth permission (bHaptics' vest SDK, for example Yupitergrad). Lepton runs Android 11, so Android's permission screen opens for a moment, the game is paused, and Meta's OVRPlugin may stop drawing (a frozen loading screen). The patch makes that request return at once.
suggest: [frame.bhaptics_permission]
- id: eos-keychain-loop
pattern: 'LogEos: Resetting EOS SDK keychain: Failed to create'
severity: error
diagnosis: Epic Online Services can't save its login keychain and retries without end (a start that never finishes, 100 % CPU). The usual cause is missing internal storage (see lepton-data-link-failed); the patch stops the loop, and EOS then reports the failure to the game once.
suggest: [frame.eos_keychain_loop]
- id: pthread-keys-exhausted
pattern: 'cannot create thread specific key'
severity: fatal
diagnosis: The game ran out of thread keys (Android allows 128 per process; Unity 6 plus large native libraries such as Firebase or Gecko, and the Frame's own graphics/OpenXR libraries, use them up), so a library aborted at start (for example Wander in Firebase's Firestore). The patch lets Unity's keys without a clean-up function share one real key.
suggest: [frame.unity_tls_key_pool]
supersedes: [native-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. Copy the APK and OBB
from the same install, add the game again and reinstall.
If the downloader still appears with bVerifyOBBOnStartUp=false (the skip patch already applied), try
"Unreal: skip the OBB delivery check", an experimental bypass of the separate Java name and size gate
(e.g. Into The Radius, GitHub #283). An external-storage path or visibility failure can reject an uploaded
OBB; the native engine still needs complete, matching, readable data.
suggest: [frame.unreal_skip_obb_check, frame.unreal_skip_obb_delivery]
- id: tbxr-fdm-shutdown-crash
pattern: '(?s)\A(?=.*Fatal signal 11)(?=.*fdm_injection_xrDestroySwapchain)(?=.*TBXR_LeaveVR)'
severity: error
diagnosis: The game crashed while leaving VR, inside Valve's foveation layer when it destroys a swapchain (for example Lambda1VR). This can happen after manually quitting; it is not a startup crash and does not explain distorted geometry seen before quitting.
suggest: []
supersedes: [native-crash]
- id: native-crash
pattern: 'Fatal signal (\d+) \(SIG[A-Z]+\)'
severity: fatal
@@ -308,6 +413,12 @@ signatures:
severity: fatal
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: app-not-started
pattern: 'Target app \(.*\) did not start'
severity: error
diagnosis: Lepton didn't start the game this time, which happens now and then on the first start after an install. Start it again; if it never starts, attach diagnostics.
suggest: []
supersedes: [force-quit]
- 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
@@ -319,6 +430,11 @@ signatures:
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: fmod-bank-missing
pattern: 'Error loading FMOD bank "/(sdcard|storage/emulated/\d+)/Android/obb/[^"\r\n]+\.bank": (ERROR|ERR_[A-Z_]+)\b'
severity: fatal
diagnosis: The game can't load its external sound banks, so it may show a file-loading error even while rendering frames. Copy the whole obb folder from the same backup as the APK, including the .bank files (not just .obb files). Keep apk/ and obb/ beside each other, add the backup folder again and reinstall.
suggest: []
- id: permission-denied-save
pattern: 'Permission denied.*(Android/data|/sdcard)|EACCES.*Android/data'
severity: warning
@@ -424,6 +540,12 @@ signatures:
severity: error
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: startup-save-permission
pattern: '(?s)UnauthorizedAccessException: Access to the path "/(?:sdcard|storage/emulated/0)/Android/data/[^"\r\n]+/files/cloud/data" is denied\.[^\n]*(?:\n[^\n]*){0,25}?StartupLoading\+<Start>'
severity: fatal
diagnosis: The startup routine stopped because it couldn't create the cloud-save directory, so the game stays on its loading screen even while rendering frames (Jurassic World Aftermath). The launcher's permission repair happens after this first-start error; close the game and start it again without uninstalling. Agent 84 prepares the cloud-save directory before startup to avoid this race on fresh installs.
suggest: []
supersedes: [save-folder-permission]
- id: surface-swapchain-emulated
pattern: 'surface_emul: emulated Android surface swapchain'
severity: info
@@ -442,6 +564,13 @@ signatures:
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: []
# Launch tests run without a worn headset. Some parts give up on tracking after a while and end the VR session; what
# the game does after that (often a crash in the GPU driver while its renderer tears down) never happens in the
# headset. In a launch test that already had paced frames before such a line, a later exit or crash still passes,
# with a note (finding `headless-end`). Play sessions ignore this list.
headless_end:
- label: the VrApi bridge's 30 s tracking deadline
pattern: 'EnterVrMode: no tracked head pose before deadline'
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}
- {id: pcvr-oculus-hmd, kind: pcvr, pattern: 'FramePort oculushmd: OculusHMDConnected event ready', label: Oculus headset event provided}
@@ -450,7 +579,7 @@ milestones: # progress markers, in order; the furthest one reached is reported
- {id: pcvr-openxr, kind: pcvr, pattern: 'wineopenxr: .*[Ss]ession|LibReviveXR|Revive.*OpenXR|xrCreateSession', label: OpenXR reached}
- {id: pcvr-session, kind: pcvr, pattern: 'xrCreateSession|XR_SESSION_STATE_(READY|SYNCHRONIZED)', label: OpenXR session created}
- {id: container, pattern: 'Boot complete!', label: Lepton container started}
- {id: process, pattern: 'Start proc \d+:', label: App process started}
- {id: process, pattern: 'Start proc \d+:(?!WebViewLoader|com\.android\.|android\.)', label: App process started}
- {id: adapter, pattern: 'FrameBridge: scale=', label: FrameBridge adapter loaded}
- {id: instance, pattern: 'xrCreateInstance result=0', label: OpenXR instance created}
- {id: session, pattern: 'xrCreateSession|session state=1|Created OpenXR session', label: OpenXR session created}
+12
View File
@@ -23,6 +23,9 @@ manifest.json versions (app, agent, tools, SteamOS build, Proton)
app/app.log the app's log (<data>/logs/app.log, rotated 2 MB × 3)
app/jobs/*.log saved GUI job logs (<data>/logs/jobs, last 30): build, install, test, ...
app/settings.json library settings, catalog sources
app/display.json Flet/Flutter versions and last window state; on native Windows, display layout,
resolution, refresh rate, GPU driver metadata and up to 60 recent display/device
System event records (last 30 minutes; timestamps, providers and IDs only)
frame/info.json agent `info` (SteamOS build, Lepton, Proton, installed games, kernel keys)
frame/host.json OpenXR runtime + explicit layers, podman containers, containers.conf, uptime
frame/XRService-*.log the Frame's OpenXR runtime (SteamVR XRService) log, newest
@@ -40,6 +43,9 @@ games/<pkg>/target/ from the Frame (or the PC): launch.sh, settings.con
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)
threads.txt (agent v79): saved while a Quest game runs (e.g. hangs), each thread's
state, CPU ms over 2 s, kernel wait and syscall, plus its TCP sockets (remote = loopback /
local / internet + port, no addresses); read once from /proc, the game isn't paused
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
@@ -54,6 +60,12 @@ after the logs were cut); OpenGL ES (no index): the newest modules (by time writ
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).
Display queries run only while collecting logs. The Windows event query has a five-second timeout and runs without
a console window; the result distinguishes no matching events from a failed or timed-out query. Window visibility,
focus and completed move/resize events are recorded in `app.log`, with UTC timestamps for comparison with Windows
events. There is no display polling loop or change to display settings. Empty System event results do not rule out
a rendering or monitor-link problem.
## Redaction
`diag/redact.py` runs on every file and on the issue text.
- **Exact values:** the data dir → `<data>`, home dirs → `<home>`, user names → `<user>`, PC and Frame host names and
+177
View File
@@ -25,3 +25,180 @@ Games/ ← scan this folder (Add games → Scan
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:** unpack them first. A game's ZIP holds `base.apk` and `Android/obb/<package>/`, which FramePort
finds as is.
- **"Game data (.obb) is missing" on the game's page** although you have the file: 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 it (last answer on this page) if it still stops.
## Where are a game's settings in FramePort?
Every game has three places; the answers below refer to them.
- **Game settings:** right-click the game in the **Library** → **Game settings…**. Sharpness, refresh rate,
controllers, menus and more, in plain words. Changes apply the next time the game starts.
- **Patches:** click the game in the **Library** to open its page, then **Customize** (in the **Patches** section).
Turn a patch on or off, then click **Update on Frame** at the top of the page.
- **The game's menu:** the **…** button at the top of its page (or right-click in the Library → **More actions…**).
It has **Reset to suggested recipe…** and **Report a problem…**, among others.
The sidebar has two tabs for troubleshooting: **Monitor** (the running game's frame rate, CPU and graphics) and
**Files** (each installed game's storage on the Frame, under **Game storage**).
## A game doesn't work right. Where do I start?
1. **Update FramePort** (it offers updates itself; Settings → Updates), then open the game's page: if it shows
**Update on Frame**, click it. Recipes and patches improve often.
2. **Read the game's page.** The last launch test and your last play session (**Last session**) leave their result
there, often with a suggested patch or setting and a button that applies it. Try that first.
3. **Changed patches yourself?** The game's menu → **Reset to suggested recipe…** brings back the tested ones.
4. **Find your symptom below.** Each answer says how to tell what's wrong and what to do.
5. **Still stuck?** Report it (last answer on this page).
## The game doesn't start, or stops right away
How to tell: the game's page shows the last launch test's result (**Last launch test:** …) with an explanation, and
Steam returns to **Play** or **Resume** within seconds.
- **"Game data (.obb) is missing"** on the game's page: FramePort didn't find the game's data files, so they never
reached the Frame.
1. Find the game's `.obb` files (named like `main.<version>.<package>.obb`).
2. Put them in a folder named exactly the package name (shown in the file names) next to the game's APK, as in the
first answer on this page.
3. Library → **Add games** → **Scan a folder…** and pick the game's folder.
4. Open the game's page and click **Update on Frame**.
- **"Lepton didn't start the game this time"**, or it failed only on the first start after an install: click **Play**
again.
- **"This game is 32-bit only"**: the Frame can't run 32-bit apps, and no patch changes that. Look for a PC VR version
of the game.
- **"The game quit itself right after starting"**: open the game's page and click **Update on Frame** so the suggested
patches apply (many games check for a Quest at start, and a patch removes that).
- **Nothing like that, or it still fails:** report it.
## It hangs on a logo, a black screen or a loading screen
How to tell what it's doing: leave it running and open **Monitor** in FramePort's sidebar.
- **CPU or graphics busy:** it's still working, often preparing its shaders on the first start. Wait up to 10 minutes
once; the next start is quicker.
- **CPU and graphics near zero:** it's stuck waiting for something. While it still hangs, open the game's menu →
**Report a problem…** and save the diagnostics: that zip shows what each of the game's threads waits for (FramePort
1.0.1 and newer), which a zip saved after quitting can't. Attach it to the report.
- **The game starts with a video** and hangs at its logo: game page → **Customize** → turn off **Hardware video
decoding** → **Update on Frame**, and try again.
## The picture is wrong
Most picture problems have a setting or a patch. Change one thing at a time, then start the game again (patches also
need **Update on Frame**).
| You see | Try |
|---|---|
| Something shows in one eye only, or one eye is gray (Unity games) | Game page → **Customize** → [Unity: render each eye separately](PATCHES.md#frame-unity_multipass) |
| Left and right look swapped (depth feels wrong) | **Game settings…** → **Swap eyes** |
| Textures flicker, objects pop in and out | **Game settings…** → **Turn off space warp** |
| One eye shimmers while menus look steady | Game page → **Customize** → **Eye-tracked foveation (Valve)**: **Fixed**, else **Off** |
| Menus or screens upside down | **Game settings…** → **Fix upside-down menus** |
| Curved menus or video screens missing | **Game settings…** → **Show curved menus and screens** |
| Blurry | **Game settings…** → raise **Sharpness** (costs frame rate) |
The [patch reference](PATCHES.md) lists every patch with what it does. If nothing helps, report it with a short
description of what you see.
## It stutters or runs slowly
How to tell: open **Monitor** in the sidebar while you play. Smooth play needs the game's frame rate at the refresh
rate (for example 72 or 90 fps).
- **Below the refresh rate:** right-click the game → **Game settings…** → lower **Sharpness** (for example to 0.8×) or
pick a lower **Refresh rate**. After a session, the game's page may suggest a value.
- **At the refresh rate but it still judders:** report it; that points to timing, not speed.
## The game pauses or recenters by itself
The Frame briefly tells games they lost focus, for example when the headset's sensor thinks you took it off.
Right-click the game → **Game settings…**: keep **Don't pause on short interruptions** on and raise **Ignore focus
dips up to** (for example to 2.5 s).
## Controllers don't work in a game
Right-click the game → **Game settings…**:
- **No controllers, or only hands:** turn on **Use controllers**.
- **Buttons work but you can't aim at menus:** adjust **Pointer angle**.
- **Vibration too strong:** lower **Vibration strength**.
## The Frame turns off or gets hot during a game
How to tell: if it only happens on battery and never while plugged in, it's power, not FramePort. Heavy games can
draw more than the battery delivers, especially at lower charge, and the Frame then turns off without an error.
- Play plugged in, or right-click the game → **Game settings…** → lower **Sharpness** to reduce the load.
- It also turns off while plugged in: report it. The diagnostics include the log of the boot that ended.
## My progress isn't saved
1. Quit through the game's own menu, not Steam's **Exit game**. Exit game closes the game at once, and some games only
save when they exit normally.
2. Check whether it saves at all: **Files** in the sidebar → under **Game storage**, the game → look at the files'
dates. Play, save in the game, quit from its menu and look again.
3. Nothing changes: report it.
Saves stay on the Frame when you update or reinstall a game.
## A game with mods crashes
How to tell: play once without mods and custom content. If it then works, a mod is the cause; the diagnostics zip
usually names the mod's library in the crash. Report it to the mod's author, and check for a mod version that matches
your game version.
## The game needs files I supply (ports, emulators, mods)
How to tell where they go: the game says it on screen or in its instructions, and its log names the path (in the
diagnostics zip, `launch.log`). It's usually `Android/data/<package>/files`.
1. Unpack or extract the files on your PC first: these apps read folders, not disc images (`.iso`) or archives.
2. **Files** in the sidebar → under **Game storage**, the game → open that folder → **Upload folder…** (or
**Upload files…**). The game's menu → **Add videos and files** opens the same place.
In-game "choose a file" buttons don't work on the Frame, which has no file picker.
## How do I report a problem well?
1. Reproduce it once, then right away open the game's menu (**…** on its page) → **Report a problem…**. For a hang,
do it while the game still hangs.
2. Say what you saw in the headset and what you already tried.
3. **Collect and open GitHub** saves a diagnostics zip and opens a prefilled game report; attach the zip to it. The
zip holds logs, not your game files, and personal details are removed.
+94 -2
View File
@@ -84,7 +84,41 @@
- 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.
## Lua native pointer compatibility
Frame's Android processes can map libraries above the lowest 2^47 bytes of address space. The verified xLua API 105
engine in BattleTalent 4.7 rejects those otherwise valid pointers in `lua_pushlightuserdata`. This was isolated using
the unchanged library from the source APK: a real allocation at `0x10000000` round-trips, but its own native `xlua_tag`
pointer above 47 bits raises `bad light userdata pointer` and exits. With `frame.luajit_pointers`, both round-trip
exactly. No game scripts or account checks are changed. This validates an address-layout compatibility requirement;
the APK was not run on an actual Quest during this investigation.
The patch is restricted to SHA-256 `6d5860e4a4f1cc2b05c600c63297ed467369739666edca79413fff4374ff2684`.
It redirects only the Lua engine's public API to a pinned full-pointer LuaJIT, keeping the original xLua bindings,
LuaSocket and game helpers. The patched build survives a 60 s headless launch and creates OpenXR swapchains.
Early frame-rectangle errors and backend login errors remain in the capture; this does not verify rendering or play.
An arbitrary `lj_err_throw` followed by Unity destructor failures does not prove this pointer issue: first capture the
Lua error text. `Unknown Platform` also appears after this crash is fixed, so it was not the fatal cause here.
## Graphics stack
- Explicit foveation injection probe (SteamOS 0.4.5, 20261007.6125817, Lepton 3.0.5, 2026-10-11):
Batman's normal Steam environment requested the FDM Vulkan layer but supplied no `FDM_DEBUG` flag.
Appending `debug` while preserving inherited flags showed `fdm_injection_CreateInstance: skipped`.
A temporary `FDM_DEBUG=enable,debug` launch created the Unity/Manta Vulkan instance and device,
detected a 54x54 two-layer density map for 1728x1728 eye buffers, and logged render passes with
`fdm 1`, `already_has_fdm=1`, and changing offsets for both eyes. This verifies the injection path,
not visual quality, gaze calibration, sustained gameplay stability, or an FPS/power improvement.
`device.foveation` mode `tracked` now explicitly loads the layer and sets `FDM_DEBUG=enable` without
debug spam. It is opt-in; do not enable it globally or assume all GLES/Zink and Vulkan renderers work.
Follow-up wearer test on 2026-10-11 FAILED in Batman: large rainbow glitches outside the gaze region
and jitter even in clear regions. Restoring the original launcher and restarting removed BOTH symptoms,
confirmed by the wearer. Do not recommend forced injection for this Batman build. Reaching foveated
render passes was only a technical probe, not a working visual implementation. Eye-tracking logs also
showed left-eye filter resets, but they do not establish the rendering bug's root cause.
Keep `adapter.foveation_fix` separate: hiding the game's Quest extensions does not prevent the
independent Valve injection path. A swapchain sample count of 1 also does not prove the absence of
internal MSAA: the enabled Batman render-pass trace reported `samples 2`.
- Vulkan: freedreno (Mesa Turnip); Valve injects `VK_LAYER_VALVE_rpo` and `VALVE_fdm_injection` via
VK_INSTANCE_LAYERS (set `VK_INSTANCE_LAYERS=""` through `device.lepton_env` to test without them).
The FDM layer follows each eye's gaze; one-eye jitter in some games (GitHub #69) is fixed per game with
@@ -155,6 +189,8 @@
## Steam integration
- Non-Steam shortcut: binary `userdata/<id>/config/shortcuts.vdf`; appid = crc32(exe+title) | 0x80000000;
artwork in `config/grid/<appid>p.*` (portrait), `<appid>.*` (landscape), `<appid>_hero.*`, `<appid>_logo.*`.
KeyValues names are case-insensitive: Steam may save `Shortcuts` / `AppName` after a devkit registration
(GitHub #263). Agent v86 reads and updates keys case-insensitively, keeping Steam's spelling and existing appids.
Steam reads the file only at start → stop steam.service, edit, start (FramePort does it once per batch).
- 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`).
@@ -206,8 +242,9 @@ over Quest games.
- **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 wasn't written to `steamvr.vrsettings` right away; whether it
starts the app at the next SteamVR start is **not yet verified**. The linuxarm64 vrserver only reads
`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.
@@ -219,6 +256,22 @@ over Quest games.
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
@@ -307,6 +360,45 @@ over Quest games.
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
## Shared foveation controls (tested 2026-10-12)
Under a Quest game's Advanced patches, choose **Foveated rendering → Eye-tracked**, then **Update on Frame**.
The full-resolution area selector defaults to **Default (30% radius)**: no radius override, preserving the
runtime profile used in the headset experiments. Larger radii retain more detail and save less shading work.
Custom radii set `FOVE_INNER`; `FOVE_OUTER` is twice that value, matching the runtime's profile proportions.
The inspected runtime's built-in inner/outer pairs are 0.30/0.60, 0.25/0.50 and 0.20/0.40.
The shared-texture injection path selects profile 1: 0.30 inner radius and 0.60 outer radius.
`device.foveation` enables Valve's shared Vulkan injection and suppresses competing native foveation through
`foveation_fix=1`. Recipes and shared catalog entries preserve mode, radius and test selection. This remains
experimental: complete images were confirmed in RE4, Batman, Deadpool, The Climb 2 and Asgard's Wrath 2,
not all Quest games or renderers. RE4 and Batman checks include title/calibration scenes; these are not
equivalent to extended gameplay coverage. Asgard gameplay was visually confirmed, without an on/off benchmark.
Batman additionally receives the verified ordinary shared-allocation patch, guarded by the full original
OVRPlugin hash; unknown Batman versions fail explicitly rather than receiving unchecked binary offsets.
The Climb 2 uses a private `libvrapi_foveation.so` bridge, installed only into that game's APK after the
standard bridge patch. It retains images during held-focus visibility dips, separates mono overlay output
storage from stereo density-map storage, and rate-limits its view-cache writes. Its process-local Valve layer
correction supplies both eye offsets and avoids the invalid subpass mask-table reads seen during Alps loading;
`yflip` corrects vertical gaze direction. The renderer SHA-256 and 1.0 resolution scale are checked before
installation. The runtime correction additionally checks the exact Valve library SHA-256 and all four original
instructions before touching executable memory; unsupported libraries request injection be disabled and log
the reason. No system library is changed. A SteamOS update requires revalidation of this compatibility path.
Both-eye gaze following was confirmed in Climb's darkening diagnostic, but long-session stability remains
experimental. Off rebuilds from the source APK and removes this private support, including its visibility fix.
**Darken lower-resolution regions (test)** adds an optional Vulkan shader diagnostic. It dims RGB where the
actual `FragSizeEXT` footprint exceeds one pixel; alpha is unchanged. Deadpool's shaded regions were confirmed
to follow gaze in the headset. Unsupported shader output interfaces are skipped, and multiple passes may
compound darkening, so this is a diagnostic rather than a precise composited mask. Do not benchmark with it on.
Uncheck it and update from the original source APK to remove the diagnostic library, except in Climb where
the same library also carries the compatibility correction. Darkening stays dormant without its launcher opt-in.
High-resolution Deadpool samples crossed from about 45 to 90 FPS with injection enabled, but temperatures and
power rose as it rendered twice as many frames. Foveation does not guarantee lower temperature at uncapped FPS.
The new configurable radii have configuration/build coverage; each radius has not been separately play-tested.
## 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).
+37 -3
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@@ -10,7 +10,9 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Accounting+ | Quest | ✅ Works | |
| AgeOfJoy | Quest | ✅ Works | |
| AllInOneSports | Quest | ✅ Works | |
| Arkio | Quest | ✅ Works | |
| Asgard's Wrath 2 | Quest | ✅ Works | |
| Assassin's Creed Nexus | Quest | ✅ Works | |
| Audica | Quest | ✅ Works | |
| BAM | Quest | ✅ Works | |
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
@@ -22,32 +24,46 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Beat Saber | PC VR | ✅ Works | |
| Beat Saber (co-existence build) | Quest | ✅ Works | |
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
| BlazeRush | Quest | ✅ Works | |
| BodyCombat | Quest | ✅ Works | |
| BONELAB | Quest | ✅ Works | |
| Carve Snowboarding | Quest | ✅ Works | |
| Caves | Quest | ✅ Works | |
| Clockwork | Quest | ✅ Works | |
| COMPOUND | Quest | ✅ Works | |
| Cook-Out | Quest | ✅ Works | |
| Cosmodread | Quest | ✅ Works | |
| Creed | Quest | ✅ Works | |
| cubism | Quest | ✅ Works | |
| Dance Central | Quest | ✅ Works | |
| Deep Cuts | Quest | ✅ Works | |
| Demeter | Quest | ✅ Works | |
| Dinosaur Island | Quest | ✅ Works | |
| Doom3Quest | Quest | ✅ Works | |
| Down the Rabbit Hole | Quest | ✅ Works | |
| Drunkn Bar Fight | Quest | ✅ Works | |
| Drunkn Bar Fight 2 - Early Access | Quest | ✅ Works | |
| Eleven Table Tennis | Quest | ✅ Works | |
| Eleven: Table Tennis VR | PC VR | ✅ Works | |
| Espire 2 | Quest | ✅ Works | |
| FrenzyVR | Quest | ✅ Works | |
| Fruit Ninja | Quest | ✅ Works | |
| Fruit Salon | Quest | ✅ Works | |
| Genotype | Quest | ✅ Works | |
| Ghostbusters: Rise of the Ghost Lord | 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 | |
| IEYTD3 | Quest | ✅ Works | |
| In Death: Unchained | Quest | ✅ Works | |
| Into The Radius 2 | Quest | ✅ Works | |
| Job Simulator | Quest | ✅ Works | |
| Jurassic World Aftermath Collection | Quest | ✅ Works | |
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
| Kill It With Fire VR | Quest | ✅ Works | |
| Ladder | Quest | ✅ Works | |
| Lambda1VR | Quest | ✅ Works | |
| LEGO® Bricktales | Quest | ✅ Works | |
| Lucky's Tale | Quest | ✅ Works | |
@@ -57,8 +73,11 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
| Metro Awakening | Quest | ✅ Works | |
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
| Moss: Book II | Quest | ✅ Works | |
| Munkr Funkr (The Legacy Days) | Quest | ✅ Works | |
| Nano | Quest | ✅ Works | |
| NEX Player | Quest | ✅ Works | |
| NFL PRO ERA II | Quest | ✅ Works | |
| NOPE CHALLENGE | Quest | ✅ Works | |
| palazzo_santacruz | Quest | ✅ Works | |
| Path of the Warrior | Quest | ✅ Works | |
@@ -68,6 +87,7 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| PowerWash Simulator VR | Quest | ✅ Works | |
| QuestCraft | Quest | ✅ Works | |
| Racket: Nx | Quest | ✅ Works | |
| RacketPinball | Quest | ✅ Works | |
| RC Pilot Trainer | Quest | ✅ Works | |
| Retronika | Quest | ✅ Works | |
| Retropolis | Quest | ✅ Works | |
@@ -76,26 +96,36 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| Riven | Quest | ✅ Works | |
| Robo Recall | Quest | ✅ Works | |
| RUINSMAGUS | Quest | ✅ Works | |
| Shoot The Zombirds VR | Quest | ✅ Works | |
| Shores of Loci | Quest | ✅ Works | |
| SilentSlayer | 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 | |
| Star Wars: Tales from the Galaxy's Edge | Quest | ✅ Works | |
| Stremio | Quest | ✅ Works | |
| Superfly | Quest | ✅ Works | |
| SUPERHOT VR | PC VR | ✅ Works | |
| SUPERHOT VR | Quest | ✅ Works | |
| SynthRiders | Quest | ✅ Works | |
| Taskmaster | 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 II VR (Test) | Quest | ✅ Works | |
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
| Totally Baseball | Quest | ✅ Works | |
| Toy Master | Quest | ✅ Works | |
| TRIANGLE STRATEGY | Quest | ✅ Works | |
| Under Cover | Quest | ✅ Works | |
| Vacation Simulator | Quest | ✅ Works | |
| Vader Immortal: Episode I | Quest | ✅ Works | |
| Vader Immortal: Episode II | Quest | ✅ Works | |
| Vader Immortal: Episode III | Quest | ✅ Works | |
| Vampire Survivors | Quest | ✅ Works | |
| VR HOT Quest | Quest | ✅ Works | |
| VR4 | Quest | ✅ Works | |
| Walkabout Mini Golf | Quest | ✅ Works | |
@@ -105,20 +135,24 @@ Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
| 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. |
| Does it Stack? | Quest | ⚠️ Works with issues | Mixed reality mode does not work (works on Demeo), everything else seems to be OK |
| Dungeons of Eternity | Quest | ⚠️ Works with issues | It can not connect to servers |
| 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). |
| Fisherman | Quest | ⚠️ Works with issues | Loading screens have corruption, but everything works otherwise. |
| Freedom | Quest | ⚠️ Works with issues | Volume can't be changed in the game. |
| MacacoVR | Quest | ⚠️ Works with issues | 2d loading screens are glitchy, otherwise main gameplay is fine |
| Majora's Mask VR | Quest | ⚠️ Works with issues | Audio on the file select screen sounds crunchy. |
| 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. |
| Swarm 2 | Quest | ⚠️ Works with issues | MSAA creates visible seams around edge geometry and also the skybox edge |
| The Light Brigade | Quest | ⚠️ Works with issues | Judder in weapons |
| The Thrill Of The Fight | Quest | ⚠️ Works with issues | Right eye doesn't draw the opponent or the referee. |
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
| Vermillion | Quest | ⚠️ Works with issues | Runs. |
| 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. |
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@@ -19,6 +19,9 @@ On first start FramePort downloads the tools it uses (Settings → Tools shows t
## First launch
Starting FramePort again brings its existing window to the front. If a previous instance was left running after
its window closed, FramePort recovers it automatically, including on Windows where the GUI lock cannot be read.
FramePort isn't signed with a paid certificate, so the first start shows a warning:
- **Windows:** "Windows protected your PC" → **More info** → **Run anyway**.
@@ -104,6 +107,9 @@ refresh rate, controllers, menus, 360° video and mixed reality. Changes are use
![Game settings](images/game-settings.png)
**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**).
@@ -192,9 +198,10 @@ the Steam library.
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 SteamVR starts them by itself
(**SteamVR overlay → Start with SteamVR** on the game page); otherwise start the app from your library before the
game. Windows overlay apps get the patch **SteamVR overlay app (Frame)**.
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
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@@ -90,6 +90,18 @@ not clickable. Use the `https://frameport.app/install?…` link:
Use the animated or still SVG: GitHub shows SVGs as images, so the hover version doesn't react there.
## Testing your setup
The example button on [frameport.app](https://frameport.app/#button) uses a demo link:
```
https://frameport.app/install/?manifest=https%3A%2F%2Fframeport.app%2Fdemo%2Fcool-game.json
```
Click it to check that FramePort receives install links on your PC. FramePort recognises this one address and shows
a demo install question for a placeholder game, "Cool Game"; nothing is downloaded, added to the library or
installed (`frameport open-link` says it's the demo link and stops). Real buttons install real games.
## If a visitor doesn't have FramePort
The `https://frameport.app/install?…` link handles this: its page offers the download and a second try. A bare
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@@ -13,27 +13,43 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
## Startup failures (visible in launch.log)
| Symptom | Cause | Fix |
|---|---|---|
| Startup exits through `libxlua.so (lj_err_throw)`, then Unity aborts in mutex cleanup; captured Lua error is `bad light userdata pointer` (GitHub #257, BattleTalent 4.7) | This older LuaJIT encodes lightuserdata in 47 bits; Frame supplies valid wider native pointers. Controlled tests with the unchanged library pass a real low-address allocation and fail its own high-address static pointer | `frame.luajit_pointers` automatically selects a full-pointer Lua engine only for the verified library SHA-256, retaining xLua bindings and custom helpers. The scoped patch reaches OpenXR startup for 60 s headless; rendering and gameplay remain unverified. A `lj_err_throw` cleanup stack without the original error message is insufficient to infer this cause |
| A GL4ES Team Beef game draws stretched triangles or spikes across characters and the scene (GitHub #191, Lambda1VR) | The newer GL shim exports GLES draw functions that intercept GL4ES's desktop OpenGL calls, bypassing its client-array and immediate-mode translation | `frame.tbxr_vendor` keeps the shim's five draw symbols private when the APK bundles `libgl4es.so`. GL queries and single-sampled framebuffer fixes remain active; other games retain the draw hooks. A/B eye captures on SteamOS 0.4.5: old shim normal, current shim spikes, current shim with private draw symbols normal at ~72 fps. Worn-headset gameplay still needs confirmation |
| A Team Beef game reports a crash after manually quitting: `fdm_injection_xrDestroySwapchain` → `TBXR_LeaveVR` (GitHub #191, Lambda1VR) | Valve's foveation layer dereferences a null pointer during swapchain cleanup | Triage `tbxr-fdm-shutdown-crash` identifies this as a teardown crash, separate from startup and distorted geometry. No verified cleanup fix yet |
| Conversion fails with `NoSuchElementException: Sequence is empty` in `PatcherContext.appName` (GitHub #269, Accounting+) | OVRPort assumes an application label exists; some APKs only label their activity | FramePort retries that exact failure once using a temporary APK whose application inherits the activity's label; existing labels and the original APK are kept |
| Updating a flat Android app after saving its recipe fails with `no OVRPort patches selected` (GitHub #271, Plezy) | older FramePort loads the saved recipe without restoring its unchanged-install setting or applying the flat-app build rules, then tries an empty VR conversion | update FramePort: saved recipes keep `as_is`, and flat apps still skip OVRPort; existing catalog-derived recipes refresh at the next app update. Until then, enable "Install as is" for an app whose APK needs no fixes |
| A launch test suggests a patch (for example triage `sdl-no-clipboard` → `frame.sdl_clipboard`) but the game page doesn't show it / lists it as not applicable; or a game added long ago lacks warnings newer ones get (Android version, web wrapper, missing OBB) (GitHub #104, Dramatic Shape) | the library entry was analyzed by an older FramePort: the analysis field the patch reads (`sdl_java`, `min_sdk`, `web_wrapper`, `expects_obb`, …) is missing, so `applies()` is false | entries whose `analysis.extra.analysis_version` is below `detect.ANALYSIS_VERSION` are analyzed again at the GUI's start (background) and before a build (`pipeline.refresh_analyses`); by hand: game menu → "Analyze again", then Update on Frame. An unreadable APK is marked `analysis_failed` (retried after the next version bump). Adding an analysis field: bump `ANALYSIS_VERSION` |
| One eye (usually the right) shimmers or jitters in the 3D view while menus and panels look steady; pacing is clean (GitHub #69, for example RTCWQuest, Moss) | Valve's eye-tracked foveation layer (`VALVE_fdm_injection`) moves its low-density regions with each eye's gaze, and the right eye's gaze filter restarts often (`CEyePoseUKF R: Large dt … Bootstrapped` in `~/.local/share/Steam/logs/eyetracking.txt`) | Customize → "Eye-tracked foveation (Valve)" (`device.foveation`): **Fixed** (`FDM_DEBUG=disable_offsets`, keeps the GPU saving) or **Off** (`VK_INSTANCE_LAYERS=""`); catalog field `foveation:` |
| FDM layer loads but diagnostic logging reports `fdm_injection_CreateInstance: skipped` | Layer loading alone does not enable injection on the tested SteamOS 0.4.5 build; a skipped helper instance alone also does not establish game-wide inactivity | Opt-in `device.foveation` mode `tracked`: loads Valve's layer and sets `FDM_DEBUG=enable`. Batman probe reached foveated render passes with changing per-eye offsets. Validate graphics and matched gameplay GPU time; do not enable globally. Use `debug` only for brief diagnostics, preserving existing flags; never benchmark with debug spam. See FRAME_RUNTIME.md. |
| One eye (usually the right) shimmers or jitters in the 3D view while menus and panels look steady; pacing is clean (GitHub #69, e.g. RTCWQuest, Moss) | Valve's eye-tracked foveation layer (`VALVE_fdm_injection`) moves its low-density regions with each eye's gaze, and the right eye's gaze filter restarts often (`CEyePoseUKF R: Large dt … Bootstrapped` in `~/.local/share/Steam/logs/eyetracking.txt`) | Customize → "Eye-tracked foveation (Valve)" (`device.foveation`): **Fixed** (`FDM_DEBUG=disable_offsets`; verify injection remains active on the installed runtime) or **Off** (`VK_INSTANCE_LAYERS=""`); catalog field `foveation:` |
| A Unity OpenXR game closes right after the OpenXR instance is created: `F VrApiLoader: vrapi_SetPropertyInt was called before vrapi_Initialize()!`, SIGABRT on UnityMain (GitHub #62, Jurassic World Aftermath) | the APK still ships Meta's VrApi loader; OVRPlugin (1.89, on OpenXR) calls it without starting VrApi and Meta's loader aborts. The VrApi bridge can't replace it (39 of the loader's 114 functions: OVRPlugin wouldn't link) | `frame.vrapi_stub` (same exports, each returns 0); triage `vrapi-before-init` |
| A VrApi game exits at once: `UnsatisfiedLinkError … dlopen failed: cannot locate symbol "vrapi_PollEvent"` (GitHub #57, BlazeRush) | the engine imports a VrApi function the VrApi bridge didn't implement | the bridge has `vrapi_PollEvent`, `RecenterPose`, `SetDisplayRefreshRate`, `GetSystemPropertyFloatArray` (rebuild the game); the static check "VrApi functions resolvable" names any other missing one; triage `vrapi-symbol-missing` |
| A Team Beef port (Lambda1VR, RTCWQuest, …) exits at once: `UnsatisfiedLinkError: dlopen failed: library "libopenxr_loader_valve.so" not found` (GitHub #59) | TBXR loads `openxr_loader_<Build.MANUFACTURER>` (Lepton: valve) and takes the Meta path only when `strstr(OPENXR_HMD, "meta")` matches, else Pico's | `frame.tbxr_vendor` (empty `libopenxr_loader_valve.so` + the "meta" literal → "alve"). Game data (`xash/`, …) goes to /sdcard: upload it with the Files tab to the game's storage. Black eyes with `TBXR: Incomplete frame buffer object: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE`: TBXR always uses multisampled render-to-texture (even `--msaa 1`); `frame.tbxr_vendor` links the GL shim, which hands it single-sampled versions (log `GL shim: multisampled render-to-texture … drawn single-sampled`) |
| Logos and a loading animation, then black (no crash, frames keep coming) in a game whose OBB folder has extra `*.pak` files (GitHub #61, Star Wars: Tales from the Galaxy's Edge: seasons + Wwise banks) | the game asks Meta's platform for these asset files (`ovr_AssetFile_GetList` / `DownloadById`); OVRPort's loader doesn't know them, so the content never "arrives" | `frame.asset_files` (native/langpack lists the data's `*.pak` as installed `default` assets, IAP `free`, and answers DownloadById at once with the path; off: env FRAMEPORT_ASSET_FILES=0) |
| Black screen after VR starts; `Asset status error (code 100)` in `DLC_Manager:AssetStatusCallback` (GitHub #203, e.g. PixelRipped 1995) | Meta asset-file status fails after entitlement succeeds; the log does not identify the native call or asset ID | Try `frame.asset_files_stub` (opt-in, triage-only): native/langpack answers GetList with an empty successful list and StatusById with installed status, an empty path and the requested ID. No DLC files are supplied; download requests retain their existing behavior. Disable with `FRAMEPORT_ASSET_FILES_STUB=0`. Host-tested only; whether this fixes startup needs a game/device test |
| Missing sound or extra content in a game whose OBB folder has separate `*.pak` files (GitHub #61, Star Wars: Tales from the Galaxy's Edge: seasons + Wwise banks) | the game asks Meta's platform for these asset files (`ovr_AssetFile_GetList` / `DownloadById`); OVRPort's loader doesn't list them | copy every content/sound-bank PAK and use `frame.asset_files` (native/langpack lists the data's `*.pak` as installed `default` assets, IAP `free`, and answers DownloadById at once with the path; off: env FRAMEPORT_ASSET_FILES=0). Tales also needs the splash and depth-size fixes below |
| A SideQuest backup has `apk/` and a sibling `obb/` with content/sound-bank PAKs, but the Frame only has the main OBB (GitHub #61, Tales from the Galaxy's Edge) | older scans treated that layout as loose expansion files and selected only the named OBBs; the asset-file patch then found no PAKs | the scanner chooses the OBB folder by version first, then keeps the whole sibling data folder when all its expansion files are selected for this APK; app updates repair affected library entries and refresh asset/language-pack detection. Reinstall to copy the missing files, or scan the backup again first. Folders with other packages or unselected OBB versions still send only the selected OBBs |
| Tales from the Galaxy's Edge stops during map loading (GitHub #61): game thread in `FlushRenderingCommands` / `UEngine::LoadMap`, render thread in `FSplash::RenderFrame_RenderThread` / `ovrp_WaitToBeginFrame` / SteamVR `WaitFrame` | the separate Oculus loading splash waits for an unbegun frame while map travel waits for rendering | `frame.unreal_splash_bypass`: returns from the splash renderer, with a checked symbol, size and prologue. The last image stays visible during loading; the normal renderer and menu layers continue. Headset test with the depth-size fix: gameplay, both eyes, controller input and sound work |
| Upper part of the intro/environment is black or clipped, but a separate menu panel is intact (GitHub #61, Tales from the Galaxy's Edge) | `FSceneRenderTargets::AllocMobileMultiViewDepth` caches the initial Android window dimensions (1920x1016/1020), leaving the depth attachment shorter than the eye color texture (1728x1728); drawing is limited by the smaller attachment | `frame.unreal_multiview_depth`: refreshes both cached depth dimensions from the current scene `BufferSize` before allocation. Checks the exported symbol, function size and surrounding instructions, then replaces only the branch that skips refresh. Keeps multiview and multisampling. Headset test: full view and gameplay work |
| `cannot locate symbol "ovrPeerConnectionState_ToString"` (or another `ovr<Enum>_ToString`) at start (BlazeRush, GitHub #57) | OVRPort's platform loader lacks several Platform SDK enum helpers | `frame.ovrstubs` now stubs them too; `*_ToString` stubs return "" (not NULL) |
| Exits right after the OpenXR instance is created: `Failed to create XR session: -50` (`XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING`, Lambda1VR) | the game skips `xrGet*GraphicsRequirementsKHR`; Meta's runtime tolerates it, SteamVR's doesn't. Lambda1VR's TBXR doesn't even enable `XR_KHR_opengl_es_enable` (only `XR_EXT_local_floor`) | FrameBridge adds `XR_KHR_opengl_es_enable` when an app enables no graphics API extension, asks for the requirements on the game's behalf and retries xrCreateSession once (logs `added XR_KHR_opengl_es_enable …`, `the app skipped …; asked for it`; every launch logs the final extension list `xrCreateInstance with N extension(s)`); triage `graphics-requirements-missing`. Verified headless: Lambda1VR runs at 72 fps |
| Exits at start: `OVRAvatar-Loader: DisplayErrorAndExit: Failed to launch SystemActivities` after `ovrAvatar_Initialize: Failed to load AvatarSDK driver` (BlazeRush, GitHub #57) | Meta's avatar loader needs Horizon; it then tries Meta's error screen and aborts | `frame.avatar_stub` (same exports, do nothing); triage `avatar-driver-missing`. Games that ship the library but don't start avatars at launch (Lucky's Tale, BattleSisters, Arcsmith) don't need it |
| BlazeRush (GitHub #57, Klownicle's guide): the first menu takes A, the next ignores all input; car bodies and controllers invisible; coloured streaks/flashes from particles; narrow square view; blurry, or displaced with black borders after a scale change | the menus wait for a Meta avatar the stub never delivers; bone indices fed with glVertexAttribPointer (Mesa converts them to floats); mediump particle maths; FOV read once before any session (bridge said 90x90); old program binaries in its shader cache; user_config.xml keeps the old resolution | catalog recipe: `frame.blazerush` (avatar wait NOP + avatar renderer RET + cache folder `cache/br_shader_v1`, exact build only), GL shim `gl_int_attribs=1` + `gl_highp_markers=in uvec2 inBoneIndices;\|uniform InstanceData\|void main()` (`gl_hide_multiview=0`, `gl_hide_msrtt=0` keep its GL as tested), the VrApi bridge's saved FOV (`framebridge-vrapi-fov.txt`; triage `vrapi-fov-before-tracking`), `scale=1.7`, `device.config_sync` (agent writes r_3dwidth/r_3dheight/r_width/r_height from the runtime's eye size × scale before each start); triage `gl-integer-attribs` |
| Frame freezes or the game is killed (OOM) on the first controller vibration (for example Lucky's Tale's save slots, BattleSisters, Sniper Elite VR's tutorial grab: memory grows ~1 GB/s until the kill) | OVRPort runtimes up to 3.4.3-23204ea read the haptic envelope's duration (ns) as seconds and allocate gigabytes of samples (GitHub #9, ovrport/app#73); also reached from Unity's legacy `ovrp_SetControllerHaptics`; perf page faults all in `libopenxr_loader.so` `xrApplyHapticFeedback` | `adapter.haptic_fix` (envelope → one plain vibration in `native/xrshim`; PCM vibrations (`XrHapticPcmVibrationFB`) are converted the same way). Fixed in runtime 3.4.3-aa54c3f: builds made with it leave the workaround out by themselves (log "not needed: adapter.haptic_fix", `frameport show` "last build left out"); rebuild an older build to switch |
| Controller vibrations much stronger than on a Quest (The Boys VR, Jurassic World, BONELAB, …) | OVRPlugin games send amplitude envelopes; `haptic_fix` turned each into one vibration at the envelope's *peak* for its whole duration (a short fading pulse became a long full-strength buzz) | `haptic_fix` now uses the envelope's RMS; Game settings → "Vibration strength" (`haptic_scale`, 0-1) scales every vibration in FrameBridge; launch.log shows the first requests (`haptic: …`). OVRPlugin stops a vibration with amplitude 0 (2 s duration): FrameBridge turns that into xrStopHapticFeedback (without it the last buzz ran its full 2 s) |
| Play or a launch test fails at once: `Game files missing at <path> (storage not mounted?)` in launch.log, or "… files are on a drive that isn't inserted" (GitHub #90) | the game was installed or moved to a microSD card (`<mount>/FramePort/<pkg>`) that isn't inserted or mounted now | insert the card; or move the game back (game menu → Move to…, `frameport frame move <pkg> --to internal`) once the card is back. `frameport frame drives` shows what the agent sees (exFAT/NTFS cards are refused: format in SteamOS) |
| A Linux app started from Desktop Mode's menu closes after ~2 s, or opens on the wrong display (GitHub #84) | its launcher predates agent v63: the "Steam parent gone" watchdog ended it when Plasma's launcher exited, and it took gamescope's DISPLAY from Steam | connect FramePort once (agent v63's `upgrade_launchers` adds the `FRAMEPORT_DESKTOP` checks; the menu entry runs `env FRAMEPORT_DESKTOP=1 <anchor>/launch.sh`). Game Mode controller problems in such apps are Steam Input's (a separate issue) |
| A Linux app (AppImage) shows no/FramePort's placeholder icon in Desktop Mode or Steam (GitHub #99) | before agent v64 only FramePort's art set's icon was used, and a lone AppImage has no store art | connect FramePort once (agent v64 copies the app's `.DirIcon` / `.desktop` `Icon=` to `<anchor>/artwork/app-icon.*` and refreshes the menu entry); reinstall to also get it into the library + Steam shortcut. Still the placeholder: check `<base>/app/squashfs-root/.DirIcon` and the `.desktop` file's `Icon=` (an icon outside the app folder or only an XPM isn't used); a chosen icon (`artwork/.icon-source` = `custom`) always wins |
| An overlay app (fpsVR, a wrist watch) installed on the Frame never appears, or SteamVR doesn't start it | not registered with the Frame's SteamVR, or registered with a manifest SteamVR skips: on the Frame vrserver reads only `binary_path_linux_arm` (vrserver.txt: "must specify binary_path for launch_type binary. Skipping") | `pcvr.vr_overlay` (Windows) / a Linux app with a bundled `.vrmanifest` (`is_dashboard_overlay`): agent v75 `register_vr_overlay` (check `vrcmd --overlays`, `~/.config/openvr/config/appconfig.json` manifest_paths); the app's own `--install` writes binary_path_linux only. fpsVR under Proton never loads OpenVR (quits after 60 s): unsupported for now |
| An overlay app with **Start with SteamVR** on doesn't start by itself after the Frame or SteamVR starts (it works when started by hand) | SteamVR's own auto-launch flag (SetApplicationAutoLaunch) didn't persist on the Frame (no autolaunch entry in `~/.config/openvr/config/steamvr.vrsettings`) | agent v76: FramePort's service `frameport-vr-overlays.service` starts it at every new vrserver. Check `systemctl --user status frameport-vr-overlays`, `~/.local/share/frameport/vr-overlays.log` (`new SteamVR (vrserver N)` → `<pkg>: started` / `running` / `couldn't start it: …`), the deployment's `overlay.autostart`, and that `~/.local/share/frameport/vr-overlays.disabled` doesn't exist; `frameport frame info` (ensure_host_fixes) installs a missing service |
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
| Launch test "failed" although the game runs in the headset: frames paced, then `OVRPortVrApi: EnterVrMode: no tracked head pose before deadline`, then a crash (e.g. `zink: DEVICE LOST` + SIGSEGV in a `gdrv` thread) (GitHub #57, BlazeRush) | the VrApi bridge ends the VR session after 30 s without head tracking, which only happens without a worn headset; the game's renderer then crashes while tearing down | none needed: launch tests (`triage(..., headless=True)`) treat an exit or crash after a `headless_end` line (catalog/triage.yaml) as a pass when frames were paced before it (info finding `headless-end`); play sessions ignore it. Add new such markers to `headless_end` |
| Launch test EXITED, launch.log has `Target app (<pkg>) did not start` and no `Start proc …:<pkg>` (GitHub #179) | Lepton occasionally doesn't start the app on the first start after an APK change; Android's `WebViewLoader-: System.exit` at boot is not the game (triage `app-not-started`) | start it again |
| A game keeps no progress between starts although it saves (its storage gets a new `Profiles/Oculus/<id>/`-style folder per start; Walkabout Mini Golf, GitHub #182) | OVRPort's platform loader answers `ovr_GetLoggedInUserID` with a made-up id (6e18 + `random()`), new at every start; games file saves under the user id | `frame.ovr_stable_user` (default for games with the platform library): a fixed id per game and keystore. Old progress: copy the newest old profile into the new id's folder |
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (for example Stremio VR login) | Unity's TMP_InputField/InputField wait for Android's on-screen keyboard and close themselves without one (Lepton has none); headless VR apps also have no focused Android window, so no key press reaches them | `frame.unity_text_input` (Cpp2IL finds `TouchScreenKeyboardShouldBeUsed`/`isKeyboardUsingEvents`, rewritten to false/true) + `device.text_input_window` (lepton-show-flatscreen: Steam's keyboard and Type on Frame work) |
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
| FramePort's games disappear after Steam restarts, especially after a devkit registration (GitHub #263) | Steam saves `Shortcuts` / `AppName` with capital letters; older FramePort reads them case-sensitively and writes a second shortcut map that Steam ignores | agent v86 reads and updates keys case-insensitively, keeping Steam's spelling, appids and tags; update FramePort and add the missing games to the library again |
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); see the casing fix above, other causes remain unconfirmed (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
| Steam's Exit game leaves the game running (container `lepton-steamlaunch-<appid>` still up) | Steam stopped only its `reaper`; launch.sh and Lepton (setsid) never got a signal (GitHub #36) | agent v44: launch.sh's 2 s loop ends the game when its parent is gone (`upgrade_launchers` adds it to existing launchers); by hand: `podman kill lepton-steamlaunch-<appid>` |
| Black screen at start while audio/ExoPlayer runs; log `xrEndFrame: dropped N unusable layer(s)`, a quad layer with swapchain 0x0 (for example I Am Monkey's intro video) | The game plays video into an Android-surface swapchain (XR_KHR_android_surface_swapchain); the Frame's runtime lists the extension but returns FUNCTION_UNSUPPORTED | adapter `surface_emul` (default on): FrameBridge gives the player a SurfaceTexture-backed Surface and copies each frame into an ordinary swapchain (log `surface_emul: …`) |
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (for example SUPERHOT) | The game created a save folder with mode 1700; inside Lepton the app writes through the folder's group | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41); reinstall to get the new launcher |
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (for example SUPERHOT); or stays at loading with `UnauthorizedAccessException` in `StartupLoading.Start` (GitHub #239, Jurassic World Aftermath) | The game created a cloud-save folder with mode 1700; inside Lepton the app writes through the folder's group. Its startup routine can fail before the permission watchdog repairs the newly created folder | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41). Close and start the game again without uninstalling: the folders are now repaired (Aftermath confirmed in the headset). Agent 84 creates `files/cloud/data` before `fix_perms` and startup, including in upgraded launchers, to prevent the first-start race. Triage `startup-save-permission` fails the launch test despite rendering frames |
| The whole Frame slows to a halt, then the game is killed (`Out of memory: Killed process … anon-rss:10+ GB`), for example Lucky's Tale | The game's own memory grows ~1 GB/s on Unity's `Loading.PreloadManager` thread (perf page-fault profile); not the flat window, not the text-input patches | none yet: mark unsupported; profile with `perf record -p <pid> -e page-faults --call-graph fp` (works as steamos, `perf_event_paranoid` 2) |
| A Linux app exits at once: `cannot execute binary file: Exec format error` in launch.log | an x86_64 program started directly (installed before FramePort ran x86 builds through FEX, or by hand) | reinstall it: x86_64 Linux apps install FEX on the Frame and start through it (agent v61, `kind: linux_x86`; FEX also needs `STEAM_COMPAT_DATA_PATH`: "No compat data path?" in launch.log = an agent v60 launcher, reinstall); triage `linux-x86-no-fex`. Prefer an arm64 build when the app offers one |
| `APP_ACTIVITY is empty`, nothing starts | Manifest has category INFO only; Lepton needs LAUNCHER | `frame.launcher` (automatic) |
@@ -45,13 +61,19 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Oculus Rift game won't run on the Frame | Oculus/LibOVR game: needs Revive, whose hooks don't work under Proton-arm64, and FramePort won't defeat the Oculus runtime signature check | Play it on this PC (SteamVR + Revive). Only OpenVR/OpenXR-native Rift games run on the Frame |
| Un-cracked Oculus PC VR game: "Initializing OVR session" then exits / signature check on the runtime | Revive's hooks don't install on Proton-arm64; the Oculus shim rejects the unsigned Revive runtime | Not runnable on the Frame without the repack's crack extracted (not done by FramePort); use the PC version |
| PC VR game: `Failed to initialize Oculus API (-3001)` / `Unable to load LibOVRRT DLL` | Revive's LoadLibrary hook doesn't work under Proton arm64 (ARM64EC kernelbase); the game's LibOVR shim finds no runtime DLL | Symlink `LibOVRRT64_1.dll` → Revive's DLL in the prefix's system32 (manual so far) → then -3021 (runtime signature check; open) |
| Uploads to the Frame are slow (~15 MB/s) | PC and Frame both on Wi-Fi through the home router | Connect the PC to the Frame's own hotspot (or a USB cable): FramePort uses the direct link automatically (~80-100 MB/s); job log line "Transfer link" |
| Uploads to the Frame are slow | The link, storage or transfer backend can limit throughput | Check the job's "Transfer link"; try the Frame's hotspot or USB cable. Large install files prefer system OpenSSH SFTP, retaining paired-host checks and `.part` resume; unavailable or failed native uploads fall back to Paramiko. The log names the backend. Settings → Installing → Parallel uploads accepts 1–8 (default 3; saved preferences are preserved). More is not always faster. Measure the production path with `scripts/upload_bench.py --methods app-files-3 --check-resume` (three repetitions, checksum verification) |
| PC VR game exits right away: `Unhandled Exception: 0xc06d007e` (after `FOnlineSubsystemOculus::InitWithWindowsPlatform`) | Delay-loaded `LibOVRPlatform64_1.dll` (Oculus Platform SDK, installed with the Oculus app) is missing | None on the Frame (entitlement check; FramePort doesn't replace it). PC mode with the Oculus app |
| Unity PC VR game (Oculus + SteamVR build: `OVRPlugin.dll` and `openvr_api.dll` in `<Name>_Data/Plugins`) opens a window and quits after ~20 s; no VR Vulkan instance after the game's DXVK device in launch.log; Unity log (`unity log … Player.log`, agent v67): `OpenVR failed initialization` / `Initialization of device … failed` | Unity's built-in VR tries its SDKs in list order (Oculus first) unless `-vrmode` picks one; a catalog recipe verified with another build of the game (for example SUPERHOT VR's OpenXR build, GitHub #105) used to drop the build's own arguments | `pcvr.launch_args` = `-vrmode OpenVR` (detected for such builds; kept when the catalog's `xr` differs from the build's). A game's Electron launcher next to it (SHVR.exe) is ranked below the game |
| Unreal PC VR game opens the crash reporter instead of closing | UE starts CrashReportClient.exe on a crash | `pcvr.no_crash_reporter` (default for Unreal Rift games): `-nocrashreports` + CrashReportClient.exe renamed `.disabled` in the Frame copy |
| A backup's game was added without its data (library `data_dir` null, `data_bytes` 0) although the folder has .obb files | The OBBs sit in a layout the scan didn't know: `<game>/obb/<package>/`, `Android/obb/<package>/`, or SideQuest-style `<game>/apk/x.apk` + `<game>/obb/<package>/` | `sources/quest_dump.find_data_dir` finds a `<package>` folder with .obb files ≤3 levels below the APK's folder or ≤2 below its parent (skipping neighboring folders with APKs: other games); an `apk`/`apks` folder counts as part of its game folder. Add the folder again (Analyze again doesn't look for data) |
| "Failed to correctly load the game files" at the menu; `Error loading FMOD bank "…/Android/obb/<package>/Master.bank": ERROR` (GitHub #239, Jurassic World Aftermath Collection); launch test previously passed at 72 fps | SideQuest's `<package>/<backup time>/apk/x.apk` + `obb/Master.bank` + `obb/Master.strings.bank` backup was scanned without data: these are raw sound banks, not .obb expansion files, so the sibling-folder search missed them | `quest_dump.find_data_dir` checks the parent game folder's `obb/` (or `obbs/`) when the APK is in `apk/` or `apks/`, including raw assets with or without a package subfolder. Add the backup folder again and reinstall; triage `fmod-bank-missing` fails the launch test even when the error screen renders frames. Copy the whole data folder from the same backup as the APK |
| A game from an AXRB download starts and stops at once (Steam shows Resume), no OBB on the Frame; or a SideQuest backup adds a second game named after an APK in its `obb/` folder (reddit 2026-10-11) | AXRB keeps its own PC builds in `AXRB/patched/<package>/*-axrb.apk` (OVRPort-converted for its runtime, no OBBs); the scan added them over the original `AXRB/<app id>/<binary id>/base.apk`. SideQuest's VR4 backup has Unreal's `VR4-Android-Shipping-arm64.apk` next to the OBBs | `quest_dump._axrb_patched` skips AXRB's patched copies; a rescan replaces entries made from them; AXRB downloads send every non-APK file next to `base.apk` (DLC, assets) and are named after the package; APKs inside another game's data folder are ignored; SideQuest backups are named after the package folder, not the backup time. docs/FAQ.md has both layouts |
| Game hangs at start / never loads although its .obb files are right there: next to the APK, in an `obb` folder beside an `apk` folder inside a `<package>` folder, or a SideQuest backup (`<timestamp>_<versionCode>.apk`) (GitHub #85, #91) | No folder named after the package, so the folder-layout checks found nothing and no OBB was uploaded | `quest_dump.find_data` then looks for the files by name, `(main\|patch).<versionCode>.<package>.obb` (any case), in the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games); prefers the folder and files of the APK's own versionCode, else the newest older, else any version. When that folder also holds other things (the APK itself, other games' OBBs), the library entry gets `data_files` and only those files are uploaded, counted and deleted with the game. Add the folder again |
| CryEngine game: `Powered by CRYENGINE`, then SIGTRAP in `libAndroidLauncher.so` during `CreateSystemInterface`, before any OpenXR instance (GitHub #238, The Climb 666.0) | Installed without its OBB: the SideQuest backup has `apk/com.crytek.climb.apk` + `obb/main.com.crytek.climb.obb`, but the scan required a versionCode in the OBB name and skipped it. The reported backtrace's fatal-error call formats `Engine initialization failed: Open Engine Paks: Unable to find "engine" pak files (%s)` | `quest_dump.find_data` accepts `(main\|patch).<package>.obb` as well as numbered names, keeping the original filename. Update on Frame finds the previously skipped data; a rescan finds it too. Analysis version 12 recognizes monolithic CryEngine through `assets/game.cryproject`, Vulkan through `assets/system.cfg` (`r_Driver = vk`), and an expected OBB through the launcher's expansion-path format strings; a missing OBB now gets the existing `missing-obb` warning/finding. This fixes the original missing-content startup failure; the rendering failures below were found once the data was installed |
| The Climb 666.0: audio with no headset picture, `OVRPortVrApi: Unsupported frame flags or swap interval`; then SIGSEGV in `vulkan.freedreno.so` during `vkCmdEndRenderPass` once frames are accepted (GitHub #238) | The game submits the obsolete Quest texture-density debug flag (`0x100`), which the bridge rejected. It also binds the bridge's full-rate texture as a fragment-density attachment even though foveation support is reported off; Turnip reads density maps on the CPU, but an ordinary sampled image has no mapped backing memory | Updated `frame.vrapi_bridge` accepts the compositor debug/volume flags and creates the compatibility texture with `VK_IMAGE_USAGE_FRAGMENT_DENSITY_MAP_BIT_EXT`. Do not gate that usage on the advertised format features (the Frame reports R8G8_UNORM without the density bit). `device.files` selects `r_vr_foveated = 0` when the engine contains that cvar; The Climb 2 keeps `r_variable_rate_shading = 0`. Triage `vrapi-frame-rejected` marks rejected frames as fatal despite pacing logs. Picture confirmed on the headset. With the corrected config, an uncapped launch stayed running for over four minutes at a median 72 fps with no native crash or GPU fault. The user confirmed working menus and gameplay on 2026-10-12 |
| Unreal game: `JNI_OnLoad` (OVRPlugin), then silence: no OpenXR instance, no crash, no frames (GitHub #85 TRIANGLE STRATEGY; launch-test finding `missing-obb`) | Installed without its OBB: the manifest says `com.epicgames.ue4.GameActivity.bHasOBBFiles` = true (UE5: `com.epicgames.unreal.…`) but the library has no data folder (`data_dir` null, `data_bytes` 0) | Put the .obb files in a `<package>` (or `obb/`) folder next to the APK, add the folder again, reinstall. Analysis `extra.expects_obb`; the game page, the install question and `frameport scan`/`install` warn; launch tests that sent no frames get the `missing-obb` finding from the library (the game logs nothing). Unity split-binary builds count too (`extra.unity_split`, `analysis/unity_split.py`): an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without `assets/bin/Data/UnitySubsystems/` in the APK, or BuildSettings listing more scenes than the APK has `levelN` files (globalgamemanagers loose or read from the head of data.unity3d); exact on the 48 Unity APKs of the dumps (13 split, 17 full games; OBBs of full builds are asset bundles or sound banks) |
| Unreal game: launch.log ends with `ActivityTaskManager: START u0 {… cmp=<pkg>/.DownloaderActivity}` and `Displayed <pkg>/.DownloaderActivity`, then nothing: no OpenXR instance, no crash (GitHub #159 Contractors; triage `unreal-obb-check-stuck`, also when the OBB is on the Frame) | Epic's DownloaderActivity (started by GameActivity.onResume before the engine's main init) checks every OBB's name + size compiled into the APK (OBBData); with manifest meta-data `com.epicgames.ue4.GameActivity.bVerifyOBBOnStartUp=true` it then reads the whole OBB and compares each entry's CRC32 (cached in `files/cacheFile.txt` by the OBB's mtime). Its progress and error screens are invisible in Lepton (headless VR); a CRC mismatch waits for a button forever. A missing / wrong-size OBB starts Google Play's downloader (or a "No Google Play Store Key" dialog) and also waits | `frame.unreal_skip_obb_check` (suggested by analysis `unreal_verify_obb`): sets that meta-data to false (one boolean in the manifest, `axml.set_meta_data_bool`), which skips only the CRC pass. Still stuck: the OBB doesn't match the APK version (name `main.<versionCode>.<pkg>.obb` and its size) - copy APK + OBB from the same install |
| Unreal game still stays on `DownloaderActivity` with CRC checking off (`bVerifyOBBOnStartUp=false`) and a fully uploaded matching OBB (GitHub #283, Into The Radius) | The separate Java `expansionFilesDelivered()` name and size gate can reject an OBB through Android external storage in Lepton; disabling CRC does not bypass it | Try `frame.unreal_skip_obb_delivery` (opt-in, experimental, triage-only). It returns true from known Unreal/package delivery predicates in every dex, preserving normal downloader success and main init. Analysis `unreal_obb_delivery` (version 16) controls applicability. The native engine still needs complete, matching, readable OBB data; unverified on a device |
| `INSTALL_FAILED_NO_MATCHING_ABIS` | 32-bit-only APK; Frame has no AArch32 | None. PC/Rift version via Revive |
| Crash at start: `NoClassDefFoundError: … Landroid/window/OnBackInvokedCallback;` or `NoSuchMethodError: No static method storeStoreFence()V in class Ljava/lang/invoke/VarHandle;` (GitHub #71/#72, triage `android-too-new`) | The APK needs Android 13+ (minSdk 33 or more; those were 34) and calls its classes at start; Lepton's Android is 11 (API 30). OVRPort lowers minSdk to 29, so it installs anyway. minSdk ≤ 32 (Quest's Android 12L) is fine: 16 working catalog games declare 32 | None (analysis `extra.min_sdk` > 32 → a warning on the game page/CLI and in the recipe notes; never unsupported from the manifest alone, the launch test's triage decides). Waits for Valve to update Lepton's Android |
| Nothing opens; `TWALauncherActivity: Using URL from Manifest (https://…)`, `Creating TwaLauncher for com.oculus.browser`, `NameNotFoundException: com.oculus.browser` (GitHub #86 Mahjong Table VR, triage `web-wrapper`) | The APK is a Trusted Web Activity (Bubblewrap / Meta's PWA packaging): a website that opens in Meta's browser, which Lepton doesn't have | None: open the URL in a browser. Analysis `extra.web_wrapper` (manifest meta-data `android.support.customtabs.trusted.DEFAULT_URL`, resolved through resources.arsc, or androidbrowserhelper's LauncherActivity) → a warning with the URL (not unsupported: the manifest alone never decides) |
@@ -69,6 +91,8 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| SIGABRT right after start, backtrace `libopenxr_loader.so (xrCreateSwapchain+…)` | overport's dispatcher aborts on swapchains > 4096 px ("Wrong createInfo size"); video players use 7680×3840 theater textures | `frame.swapchain_limit` (default on; guard → 16384 px; triage `swapchain-size-abort`), for example 4XVR |
| Video/menu panel missing, log `dropped N unusable layer(s)` with cylinder (1000017000) or equirect2 (1000091000) layers | the Frame runtime lacks XR_KHR_composition_layer_cylinder/equirect(2)/cube (its SteamVR runtime only composites quad + projection layers) | adapter shows cylinders as flat strips (setting `cylinder_strips`, default on); 360° equirect layers (theaters, 360° videos): `adapter.equirect_emul` (GLES only, per game) |
| 360° theater / 360° video black or missing (for example 4XVR) | equirect layers dropped | `adapter.equirect_emul=1`: a worker thread with a shared GLES context converts each 360° image to a cube map when it changes and draws one adapter projection layer from it for every frame with exactly that frame's views; it replaces the 360° layers in place, so the game's own projection layer (balcony, controllers, 360° videos it draws itself) stays on top. Quads can't be used: the Frame draws quad layers above every projection layer whatever the order. Log: `first 360 view ready`, `in 5 s: N 360 image update(s) … M view redraw(s)`. Upside down / mirrored / behind you: `equirect_flip` 1/2/4 (`frameport settings <pkg> equirect_flip=1`, no rebuild). Never Vulkan (a Vulkan renderer hung the Frame's GPU in AC Nexus) |
| Fades to black don't show: you see the level loading behind a loading screen (Batman: Arkham Shadow, GitHub #197); with `layer_debug=1` launch.log shows `color scale 0.00 0.00 0.00 …` on the projection layer | the game fades by dimming its eye image with XR_KHR_composition_layer_color_scale_bias; whether the Frame's runtime applies it isn't confirmed in the headset yet | `adapter.fade_quad=1` (opt-in, `native/adapter/fade_quad.c`): FrameBridge adds a black, alpha-blended quad right after the dimmed projection layer (VIEW space, 1 m ahead, 6×6 m; opacity = 1 − scale in 16 steps from one 8×8 swapchain refilled only when the step changes: Vulkan clear / GLES clear; one swapchain per step hit XR_ERROR_LIMIT_REACHED in Batman), log `fade_quad: drawing fades over the picture`; `fade_quad=2` also removes the layer's own scale (if both show, the fade is doubled) |
| Vermillion: the hand and brush disappear over the canvas while painting, but still paint (GitHub #200) | the game shows a canvas being painted as its own compositor (quad) layer and turns the canvas's scene renderer off; the Frame draws quad layers above every projection layer whatever the order, so the canvas covers the hand (Vulkan game: no GL layer emulation) | `frame.vermillion_scene_canvas` (catalog): `PaintableMesh.HasCompositorLayerAvailable` / `ShouldUseCompositorOverlay` -> false in libil2cpp.so (Cpp2IL), so the game's own fallback draws the canvas in the scene (Klownicle's finding) |
| Unity game hangs right after its first frames, no `pacing:` lines; SIGQUIT dump shows UnityMain in a game library's `JNI_OnLoad` → `usleep` (for example SKYBOX: `libskybox.so`, `SignatureChecker`) | the game checks its APK signing certificate; every port is re-signed | can't be fixed without defeating anti-tamper (FramePort doesn't): mark "Can't run". Diagnose hangs: `podman exec <container> kill -3 <pid>` writes all thread stacks to launch.log |
| Video player doesn't list sent videos (for example 4XVR "Internal Storage" only shows some) | the player lists its own /sdcard folder (4XVR: /sdcard/4XPlayer), not /sdcard/Movies; Android's media index doesn't work in Lepton | game page "Add videos" / game menu "Add videos and files" (Videos + the app's own folder, hard links) or `frameport frame send <files> --app <pkg>` |
| One eye gray in a stereo video, log `xrCreateSwapchain … result=-10` | the runtime refused a swapchain (XR_ERROR_LIMIT_REACHED) | fewer/smaller swapchains: lower `equirect_res`; unresolved |
@@ -98,7 +122,12 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Crash right after the game gets focus, in `vrclient.so … UpdateActionStateInternal` / `sxr_xrSyncActions` (for example Myst) | a race in the Frame runtime's input code on the first sync after focus (not every launch) | adapter `sync_guard` (input syncs one at a time with event polling, paused 250 ms after FOCUSED) |
| View jumps sideways / game pauses or freezes for a moment every few seconds (for example Blade & Sorcery, BattleGlide) | the Frame drops focus for ~0.5 s (FOCUSED→VISIBLE→SYNCHRONIZED); games pause or re-align the player (`OnVRPresence … Teleport`) | adapter `focus_hold` |
| SDL / LÖVE app crashes at start: `NullPointerException … ClipboardManager.addPrimaryClipChangedListener` in `SDLClipboardHandler.<init>` (for example Dramatic Shape) | Lepton's Android has no clipboard service (`service check clipboard`: not found) | `frame.sdl_clipboard` (that call → nops in classes.dex, in place, `apk/dex.py`); reproduced and verified with LÖVE for Android 11.5 |
| Godot 4 app crashes at start: `java.lang.NullPointerException: null cannot be cast to non-null type android.content.ClipboardManager` at `org.godotengine.godot.Godot.<init>` (Godot 4.3/4.4; 4.2 when the clipboard is first used, in `Godot$mClipboard$2.invoke`) (for example EndoparasiticVR, GitHub #134); triage `godot-no-clipboard` | Lepton's Android has no clipboard service and Godot's Kotlin code casts it with a non-null `as ClipboardManager` (`Intrinsics.checkNotNull` before the check-cast). Godot 4.1 (Java) and 4.5+ (`as?`) don't throw | `frame.godot_clipboard` (suggested by analysis `godot_clipboard`): that checkNotNull call → nops in classes.dex (check-cast accepts null), and Godot's getClipboard/hasClipboard/setClipboard return at once ("" / false / nothing; `Dex.return_early`), in place; matched exactly, other dex files untouched. Checked against the Maven godot-lib 4.2.2/4.3.0/4.4.1 and the 4.3/4.4.1 release export templates (D8 re-reads the result); not yet run on the device |
| Game crashes at start: `java.lang.NoSuchMethodError: No virtual method getAvailableCommunicationDevices()… in class Landroid/media/AudioManager` at `com.vivox.sdk.AudioChangeListener.checkAudioRouteAndApplyChanges` (for example Green Hell VR, GitHub #101); triage `vivox-api31` | Newer Vivox (voice chat) builds call Android 12 audio-routing methods without a version check; Lepton is Android 11. Older Vivox builds (Eleven Table Tennis, BattleSisters) don't have that code | `frame.vivox_audio_route` (suggested by analysis `vivox_api31`): every AudioChangeListener method that calls one of them returns at once (`Dex.return_early`: return-void / `const/4 v0, 0; return v0`, in place); voice chat keeps the default audio route |
| A game on a microSD card or another drive doesn't start, loses its saves or loops at start; launch.log has `ln: cannot create symbolic link from 'Frame' to '/data/data/<pkg>'` or `Couldn't create directory for SharedPreferences file /data/user/0/<pkg>/…` (GitHub #213/#214/#215/#221: a card named "Steam Frame 512g"); triage `lepton-data-link-failed` | Valve's Lepton pastes `STEAM_COMPAT_DATA_PATH` unquoted into `sh -c "ln -s …/internal/<pkg> /data/data/<pkg>"` (liblepton mounting.sh) and APK paths into unquoted substitutions, so a path with a space never gets the app's internal storage | agent v83: the Quest launcher links the game folder to `~/.local/share/frameport/lepton-paths/<pkg>` at every start and gives Lepton that path (`app_dir_lines`); `upgrade_launchers` converts existing launchers at the next connection; deployment.json keeps the real path |
| Start never finishes, 100 % CPU, launch.log of gigabytes repeating `EOSSDK.createKeychain` / `resetKeychain` (Beyond Sandbox, GitHub #214); triage `eos-keychain-loop` | Epic Online Services' Java keychain can't write its SharedPreferences and resets/creates without end (seen when the app had no internal storage, row above) | fix the storage first; `frame.eos_keychain_loop` (opt-in, offered by triage; analysis `eos_keychain`) makes `EOSSDK.resetKeychain` return at once (`Dex.return_early`) |
| Unity game freezes on its loading screen ~10-15 s in (Yupitergrad, GitHub #235); launch.log has `GrantPermissionsActivity: Permission grant result … permission=android.permission.BLUETOOTH_CONNECT`, then OVRPlugin `SetupDisplayObjects(): Unable to find EGLConfig for configId 0` and no more frames; triage `bhaptics-permission-prompt` | bHaptics' vest SDK (`com.bhaptics.commons.PermissionUtils.requestBluetoothPermission`) asks for Android 12's BLUETOOTH_CONNECT; on Lepton's Android 11 it can't be granted at install, so Android's permission screen takes the foreground for a moment, the game pauses/resumes and OVRPlugin's GLES compositor stops drawing | `frame.bhaptics_permission` (suggested by analysis `bhaptics_permission`): the request returns at once (`Dex.return_early`) |
| Unity game aborts at start: `Abort message: 'cannot create thread specific key for __cxa_get_globals()'` (SIGABRT in a library such as `libFirebaseCppApp-*.so`, for example Wander 0.3570, GitHub #198); triage `pthread-keys-exhausted` | Bionic allows 128 pthread keys per process; Unity 6 takes ~40 (most without a destructor), large native libraries (Gecko `libxul.so`, Firebase, avatar SDKs) and the Frame's own libraries (Mesa/Zink, FrameBridge, OVRPort, Valve's Vulkan layers) take the rest | `frame.unity_tls_key_pool` (opt-in; suggested for Unity 6 with Firebase C++ or Gecko): libunity.so's `pthread_key_*`/`pthread_get/setspecific` imports are renamed to `fp_tkey_*` (`elf.rename_imports`, versions set global) and `libfp_tkeys.so` (`native/tlskeys`) is added to its DT_NEEDED; destructor-less keys become slots behind one real key (logs `fp_tkeys: pooling Unity's thread keys`). Approach by Klownicle (#198) |
| Controllers do nothing (for example stuck on a setup screen); log: `xrSuggestInteractionProfileBindings … XR_ERROR_PATH_UNSUPPORTED` | the game only suggests bindings for Meta's newer profiles (Touch Plus / Touch Pro); the Frame's Android runtime knows `oculus/touch_controller`, not those | adapter `profile_remap` (default on): the bindings are suggested again for Touch (log: `controller profile … -> oculus/touch_controller`) |
| Some buttons do nothing or the wrong thing (for example a Quest game's X/Y on the Frame's left controller) | the game binds only Quest Touch and SteamVR maps Touch onto the Frame controllers with its own remap (Touch left X/Y land on the d-pad, right X and Y repeat B), or the runtime rejected a profile or an input call | turn on adapter `input_diag` (diagnostics, off by default; `frameport settings <pkg> input_diag=1`) and look for `input_diag:` lines: `bindings: <profile> accepted` or `unsupported: interaction profile <profile> -> <result>` with the rejected paths, `bindings: /user/hand/<hand> uses <profile>`, `unsupported: function <name>`, `unsupported: xrCreateAction -> <result> (<action>)` |
| Unity game hangs or the whole Frame restarts (for example in a menu); log: `The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level.` (for example Lucky's Tale) | Meta's OVRManager (`useRecommendedMSAALevel`) turns 4x MSAA on at runtime, past QualitySettings; multisampled render-to-texture on GLES/Zink hangs the GPU | `frame.unity_runtime_msaa_off` (Cpp2IL: `OVRDisplay.get_recommendedMSAALevel` → 0) |
@@ -119,11 +148,12 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| Unreal game (ILMxLAB, for example Vader Immortal): controllers track but grip/trigger do nothing, grabbing never works (Unreal's own input values move, the game's stay 0) | `URPOCKeyMapManagerComponent` picks the Quest or the Gear VR key set by `IsRunningOnSantaCruz()`; on the Frame it takes Gear VR, empty in a Quest build | `frame.unreal_quest_keymap` (the Oculus case keeps the Quest set, for action and axis mappings; found by Klownicle, GitHub #49) |
| The hands' thumbs never move when you touch the thumbstick or buttons (Unreal `ThumbUp` stays 1, for example Vader Immortal) | OVRPlugin reports thumb proximity from XR_FB_touch_controller_proximity, which the Frame's runtime lacks; OVRPort's loader offers it anyway and the proximity actions never get a binding | adapter `proximity_emul=1` (thumb proximity from the touch inputs: thumbstick, face buttons, thumb rest; 2 = also the index finger from trigger touch); log `proximity_emul: finger proximity bound to touch`. **For UE4 Oculus games this didn't animate the thumbs** (Vader, GitHub #49): use `frame.unreal_thumb_touch` (found by Klownicle): `OculusInput::FOculusInput::SendControllerEvents` computes ThumbUp from NearTouches (masks 0x2/0x8); the patch makes it read Touches (the slot 4 bytes before) with masks 0x0f00 (X/Y/stick/thumb rest) / 0x000f (A/B/stick/thumb rest), keeping the inversion; three instructions, matched exactly (build note `OculusInput ThumbUp: from the capacitive touches`). Matches Vader Immortal Ep. I, Robo Recall, Phantom: Covert Ops, Time Stall, Star Wars: Tales from the Galaxy's Edge; newer UE4 builds (for example Asgard's Wrath 2, RE4, In Death) compile it differently (shared mask registers) and aren't matched |
| Vulkan game (Unreal / own engine with the Vulkan shim): the GPU hangs at one effect or cutscene (kernel `hangcheck detected gpu lockup`, freeze/exit; for example a VR4 cutscene, GitHub #140) | a SPIR-V shader reads a loop counter/accumulator before setting it (VR4's campaign shader, GitHub #10) | adapter `vk_shader_dump=1` (`frame.vk_sanitize`'s shim; log `vk shim: dumping SPIR-V modules to …`) writes every distinct module once to `files/fp_vk_shaders/<size>_<sha256>.spv` + `index.txt` (`<seq> <ms> <unix ms> <name> new\|known\|again`); play to the hang, collect diagnostics (`target/shaders/fp_vk_shaders/`, newest 4 MB) and take the modules first created (`new`) shortly before the kernel's hangcheck time; disassemble (`spirv-dis`), find the variable read before its first store, write a `vk_shader_fix` (`<size>:<sha256>:<byte offset>:<words>` = inserted OpStores; log `vk shim: fixed shader module`); switch the dump off again |
| OpenGL ES game: memory and GPU mappings grow every frame (~20 MB/s, `/dev/dri/renderD128` mappings ~6 per frame) until the frame rate collapses; the game's `xrclient_<package>.txt` (Steam logs) has one `SXR_GL_CHECK: error:0x502 ... glGenTextures` before the session starts (GitHub #285, Vader Immortal) | The game leaves GL errors pending on its context; the runtime's GL interop reads glGetError after its own calls and takes the stale error as its own failure. From then on `CVRCompositorSharedTextures::BeginCommandBuffer` allocates a new command buffer every frame instead of reusing one (perf page-fault stacks) | Adapter `gl_error_clear=1` (GLES only) clears pending GL errors before xrCreateSwapchain/xrBeginFrame/xrEndFrame; Vader's catalog recipes set it. Verified headless 2026-10-14: 191 GPU mappings and ~1.07 GB flat over 100 s (before: +430 mappings/s, +22 MB/s), no SXR_GL_CHECK |
| OpenGL ES game: the GPU hangs at one effect (freeze/exit, compositor watchdog, for example Vader Immortal's lightspeed jump) | a shader (as Zink compiles it) reads loop counters/accumulators before setting them | capture the SPIR-V (adapter `zink_shader_dump=1` writes every module to `files/fp_spirv/`, or a GPU capture), then a `zink_shader_fix` entry (same format as `vk_shader_fix`) + `frame.zink_shader_fix` (Vulkan layer under Zink, activated through GraphicsEnv's debug layer list); log `shader fix layer: fixed shader module N`; triage `zink-shader-fix-mismatch` when a Frame update changed the driver's output |
| 2D Android app: Steam says it's running but nothing shows | Lepton runs apps headless unless the app folder has `lepton-show-flatscreen` | FramePort adds it for apps without VR (agent v28+); reinstall apps installed before |
| A phone/tablet app shows nothing in the headset, or a VR app opens as a flat window | FramePort's VR/2D guess (`vr_kind`) is wrong for this app | patch `device.display_mode` → **Flat window** or **VR** (Customize → "Show as VR or as a flat window"), then Update on Frame |
| An install button opens another program (or nothing) instead of FramePort | another program owns the link type, or the switch is off, or macOS (Flet can't receive links there) | Settings → Install links → **Use FramePort for these links**; else Add games → Install from a link… (paste the button's address) |
| 2D Android game ignores the controllers: they only move a pointer, an SDL game keeps its touch controls ("no controller attached"); Android's log lists only `wayland_touch`/`wayland_keyboard`/`wayland_pointer` (GitHub #162, Skate 3) | Lepton's Android gets keyboard, pointer and touch from the Wayland seat only: no gamepad device | patch `device.steam_gamepad` (2D apps; suggested when the manifest declares `android.hardware.gamepad` or `LEANBACK_LAUNCHER`; no APK change, reinstall): the launcher puts FramePort's Podman wrapper (`~/.local/share/frameport/agent/bin/podman`) first on PATH, which bind-mounts Steam Input's virtual pads (uinput, 28de, "Microsoft X-Box 360 pad N") at `/dev/input/eventN` plus an Xbox 360 key layout, and exports `LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD=1`. Check: launch.log `FramePort gamepad: Steam Input virtual gamepads for this container: event5 (…)` ("none" = Steam had no pad when the game started: Steam only makes it while the controllers are on), `podman exec lepton-steamlaunch-<appid> dumpsys input` lists the pad. Steam Input must be on for the shortcut. A pad Steam makes after the start (controllers woke later, reconnect) isn't seen until the next start. Off for one start: `FRAMEPORT_NO_GAMEPAD=1 %command%` |
| 2D Android game ignores the controllers: they only move a pointer, an SDL game keeps its touch controls ("no controller attached"); Android's log lists only `wayland_touch`/`wayland_keyboard`/`wayland_pointer` (GitHub #162, Skate 3) | Lepton's Android gets keyboard, pointer and touch from the Wayland seat only: no gamepad device | patch `device.steam_gamepad` (2D apps; suggested when the manifest declares `android.hardware.gamepad` or `LEANBACK_LAUNCHER`; no APK change, reinstall): the launcher puts FramePort's Podman wrapper (`~/.local/share/frameport/agent/bin/podman`) first on PATH, which binds the host's `/dev/input` at `/dev/fp-input` plus an Xbox 360 key layout (Vendor_28de_Product_11ff.kl, incl. D-pad buttons), and exports `LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD=1`; the launcher's `_gamepad_links` worker (agent v85) keeps `/dev/input/eventN` links to Steam Input's virtual pads (uinput, 28de, "Microsoft X-Box 360 pad N") in step while the game runs, so a pad Steam makes later (controllers woke up, reconnected) is added and a gone one removed (Android's EventHub follows through inotify). Check: `<base>/gamepad.log` (`pads: event5` / `pads: none`), launch.log `EventHub: New device … pad`, `podman exec lepton-steamlaunch-<appid> dumpsys input` lists the pad. Steam Input must be on for the shortcut; Steam activates the shortcut's own layout while the game has focus (controller.txt `Queueing activation for controller: 0 app: <shortcut appid as signed int>`), and Steam's UI layout (app 769) while the dashboard is open. Off for one start: `FRAMEPORT_NO_GAMEPAD=1 %command%` |
| 2D Android app: back/home/recents buttons cover the app's own buttons | Android's navigation bar | patch `device.hide_navbar` (on by default for apps without VR) sets `qemu.hw.mainkeys=1`; reinstall to apply |
| Black screen, audio works, GLES engine with direct VrApi | Mesa rejects Quest-style GLSL | `frame.gl_shim` (logs `GLShim: SHADER COMPILE FAILED` + source lines) |
| Black screen, audio works, log `Unsupported VrApi layer type N` | bridge drops frames containing that layer | extend the bridge (cylinder=3 is converted to a quad already) |
@@ -137,6 +167,7 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| MR game stuck waiting for room data (Demeter) | no Meta scene API | adapter `scene_emul=1` (+ `frame.meta_permissions`) |
| Hand-tracking game janky (Silhouette) | Frame synthesizes hands from controllers | `controller_fix=0` passes hands through; not really fixable |
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
| The Climb 666.0: hand outlines ripple in both eyes while menus and gameplay work (GitHub #238) | Unknown. Sessions paced around 72 fps, controller tracking reported valid, and SteamVR motion smoothing was already off; these checks do not establish the cause | Unresolved after wearer comparisons on 2026-10-12: disabling Valve's Vulkan layers, setting `r_AntialiasingMode = 1`, and setting `r_AntialiasingMode = 0` with `r_MotionBlur = 0` each gave the same or worse result. These were config comparisons; runtime cvar values were not verified. Restored the playable configuration (`r_vr_foveated = 0` with the default Vulkan layers), retaining the startup/rendering crash fixes above. Do not keep the unsuccessful experimental settings as a fix |
| One eye gray / only effects (I Am Cat, Unity Oculus XR Plugin on GLES) | the game's multiview pass draws array slice 1 wrong on Zink | `frame.unity_multipass` (also rewrites the getter's inlined read in `OculusLoader.Initialize`; check for two `array=1` eye swapchains) |
| View vibrates even when holding still after `frame.unity_multipass` (I Am Cat) | poses/times are consistent, but two passes on Zink make every frame one period late, and the game clamps its physics step to 10 ms | not fixed (scale 0.8 didn't help); next ideas: fix multiview instead, or the game's fixed timestep |
| Game freezes / pauses for 0.5-2 s now and then, no flicker (for example Blade & Sorcery, Lucky's Tale) | the headset's wear sensor flickers off while worn (`logs/eyetracking.txt` `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold` (on by default since 2026-10-05, dips up to `focus_hold_ms` = 5000 ms are hidden; longer ones still pause) |
@@ -177,7 +208,9 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
touching new memory (`perf script -F comm,tid,ip,dso`); `-t <tid> -F 499` samples one thread. Map IL2CPP
addresses with a full Cpp2IL diffable-cs dump (method `Offset` = address − the r-xp mapping of libil2cpp.so).
Sample memory per mapping name from `/proc/<pid>/smaps` (`[anon:libc_malloc]` = native heap).
- Hangs (every thread asleep): backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
- Hangs (every thread asleep): first ask for a diagnostics zip saved *while the game hangs*: `target/threads.txt`
(agent v79) shows each thread's wait and syscall (futex = a lock, ppoll/recvfrom + an internet socket = network). Then
backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
game (the host's `ptrace_scope` 1 doesn't apply there) and the guest has `gdbserver64`; `debuggerd -b` fails (no
tombstoned). Copy every mapped library to a local sysroot (`podman exec <container> cat /proc/<pid>/maps`, then
`tar -chf - -T <list>` through `podman exec -i`; the app's own libs from the installed `lepton-app/game.apk` at their
+49
View File
@@ -73,6 +73,42 @@ panoramas retain their layer rotation and have no translational parallax.
## Stable composition
Adapter-owned video outputs explicitly request a static
`XR_FOVEATION_LEVEL_NONE_FB` runtime profile before image enumeration. This
prevents shared Valve foveation from coarsening the side-by-side video output.
The profile applies only to those outputs; application eye swapchains retain
foveation and gaze tracking. The runtime result is logged as
`surface_video: full-rate runtime profile result=...`.
Composition retains the original raster pipeline, linear-light blending and
sRGB colour attachment. A compute compositor was also tested, but did not alone
fix pixelation and added a private full-size image copy. The full-rate runtime
profile fixed pixelation in the headset; the restored raster path was confirmed sharp and improved in-game presentation
from roughly 40–44 to 65–71 FPS in the sampled cutscene. It still needs further
performance work. Fully opaque video pixels skip the invisible scene texture
sample and colour transform; partially transparent pixels retain the full blend. The next live cutscene run reported about 84 FPS across its first five post-startup samples, versus about 69 in the preceding run, with decoding steady at 60 FPS. These separate samples do not control for head motion or temperature; smooth playback is not yet fully established. The video surface patch revision marks affected
recipes for rebuilding without forcing unrelated game updates.
Once native video composition is active, the compositor can sample an sRGB view
of the worker's shared hardware buffer directly. The renderer retains the slot
across repeated frames; replacement queues a foreign-queue ownership handoff
behind earlier compositor reads, and only its signalled fence makes the old slot
reusable by the worker. Missing compatible views and initial/fallback presentation
retain the copy path. The full-rate video profile and output resolution are
unchanged. Deployment/performance validation is initially limited to Batman.
The headset playback check confirmed good performance, and the live log confirms
`direct shared-buffer sampling; cache copy skipped`. During active video,
recorded application pacing was approximately 105–107 FPS, with decoding around
60 FPS and visible-view GPU waits around 4.0–4.8 ms, versus roughly 6 ms in the
preceding copy-path run. These are separate live runs, not a thermally controlled
benchmark. The 8192x4096 decoded input and 2560x2560-per-eye output are retained;
other games have not been redeployed or performance-tested with this change.
The native GPU fixture checks stereo pixels, fades, image orientation, colour
transforms, held frames and teardown, plus single-pixel alternating detail across
both eyes including edges and corners. This is a compositor regression check;
in-game playback with injection still needs visual confirmation on the headset.
A separately submitted projected video layer can alternate with the main game
projection as opaque coverage changes during head movement. That presentation
path exhibited snap-back/doubled video in headset tests even when rendering
@@ -104,6 +140,19 @@ combined output with the exact camera that produced it; old pixels are never
relabelled with a newer pose. Teardown retires snapshot writers and compositor
readers. Depth/motion-vector images from another render are not attached.
## Loading-screen blackout
The native video adapter also preserves Batman's fully black loading state.
When the first opaque projection requests zero RGB scale, unit alpha scale and
zero bias, it omits that scene projection so the opaque runtime background stays
black. Later loading UI layers retain their order. This avoids displaying assets
as they stream in, without adding a GPU pass or changing the video resolution.
Partially faded scenes, alpha-blended projections and composed video retain their
existing paths. This fallback is limited to the native video adapter setting;
other games do not gain it automatically. In-headset testing confirmed the black
loading screen is restored. Revision 4 requests a rebuild of older native-video
installs while leaving ordinary game recipes unchanged.
## Building and validation
Rebuild FrameBridge with Android NDK r27c:
+195
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@@ -0,0 +1,195 @@
# Transfer measurements and incremental installs
## Production OpenSSH follow-up
OpenSSH is now the preferred installer backend for files >=8 MiB. The new default is three workers (range 1–8),
with saved preferences preserved. Fresh files use `put`; existing partial files use `reput`. Each worker keeps
one SFTP batch session. Progress is polled through a separate bounded SFTP channel. Native failures resume via
Paramiko; cancellation stops the owned SFTP/SSH process trees and does not trigger fallback.
Windows matched production comparison: eight 64 MiB files, 512 MiB total, three shuffled repetitions per backend,
three workers, same home Wi-Fi/internal storage. OpenSSH median **15.51 MB/s**, Paramiko median **11.08 MB/s**
(about 40% faster). All six checksums passed. OpenSSH trials ranged 9.5–16.8 MB/s, so link variability still
matters; it was slower than Paramiko in one pass. Native credential/progress setup took 0.12–0.13 seconds.
The separate Windows 128 MiB production test also passed every checksum. Native cancellation left a partial file
of 74,752,000 bytes; resuming with OpenSSH produced the expected SHA-256. The log confirmed no fallback for the
resumed production upload. Reports:
`/mnt/c/Users/Austin/AppData/Local/Temp/frameport-upload-native-production-comparison-windows.json` and
`/mnt/c/Users/Austin/AppData/Local/Temp/frameport-upload-native-production-windows.json`.
The earlier sections below preserve measurements made before the production backend switch.
The WSL production validation (128 MiB, three workers, three repetitions) measured 14.1 / 19.1 / 15.0 MB/s,
with every checksum passing and native backend logs recorded. Production cancellation left a 72,330,240-byte
partial file; OpenSSH resumed it in 4.23 seconds with the expected SHA-256 and no Paramiko fallback. Report:
`/tmp/frameport-upload-native-production-wsl.json`.
## Measurements (2026-10-14)
Both runs used the same paired Frame, the home-router connection and internal ext4 storage under the paired user's
home. Each large-file trial sent the same 128 MiB random payload; each small-file trial sent 512 files of 64 KiB
(32 MiB total). Methods were shuffled for each of three repetitions. Windows and WSL runs were sequential, not
concurrent. Every completed transfer passed SHA-256 verification. Rates below include connection/setup and transfer
completion, but exclude checksum verification and cleanup; MB/s uses decimal bytes.
| Method | WSL2 median MB/s | Windows 11 native median MB/s |
|---|---:|---:|
| FramePort pipelined SFTP | 10.4 | 6.1 |
| Paramiko SFTP, 64 MiB window | 17.1 | 4.5 |
| OpenSSH SFTP | 16.8 | 15.4 |
| OpenSSH SCP (default protocol) | 11.1 | 10.1 |
| OpenSSH `ssh` + streamed file | 9.9 | 8.1 |
| FramePort tar stream | 14.9 | 6.8 |
| OpenSSH tar stream | 15.0 | 7.2 |
The network varied considerably: WSL's application trials ranged from 9.6–12.8 MB/s, native SFTP from
16.2–17.3 MB/s, and some other methods dropped below 5 MB/s. Windows application trials ranged from 5.6–6.4 MB/s;
native SFTP ranged from 9.1–16.5 MB/s. These are useful end-to-end comparisons on this setup, not a measurement of
the maximum throughput each transport can achieve. Window tuning did not help the Windows run.
Cancellation/resume checks interrupted the application upload at 64 MiB, then independently resumed that partial
file with the application and with OpenSSH SFTP `reput`. All four resumed files passed SHA-256 verification. This
checks application cancellation and both resume paths; native SFTP cancellation itself remains unmeasured.
The Frame's USB and hotspot interfaces were up, but neither direct endpoint was reachable from the PC. No removable
storage was mounted. USB, hotspot and microSD performance remain **unmeasured** in this round. The Frame's router
connection used 5 GHz / 80 MHz Wi-Fi, with roughly -56 dBm signal during a read-only probe. This does not reproduce
the 6 GHz direct-hotspot setup in [discussion #242](https://github.com/spoopyghosty0/frameport/discussions/242), where
the reporter measured about 114 MB/s with OpenSSH versus 23 MB/s with Paramiko.
**Recommendation:** prototype an optional OpenSSH SFTP backend for large files, retaining `.part`/`reput`,
cancellation, retries, strict paired-host verification and Paramiko fallback. Validate it on a fast direct link
before making it the default. On this Windows run SFTP was about 2.5 times faster than the current application,
and it beat SCP. The small-file tar measurements do not justify selecting a new tar transport yet. Production
transport selection remains Paramiko pending that decision. The bounded parallel-file setting described below
uses independent Paramiko connections.
## Parallel-file uploads
### Matched native OpenSSH comparison
The later comparison tested both backends sequentially on Windows and WSL, with three shuffled repetitions of
the same eight 16 MiB files per worker count. Native `sftp-files-N` balances files across N persistent OpenSSH
SFTP batch processes. Setup and completion are included; checksum verification is excluded. All 60 transfers
passed SHA-256 checks. This is benchmark code; the production uploader still uses Paramiko.
| Workers | Windows Paramiko MB/s | Windows OpenSSH MB/s | WSL Paramiko MB/s | WSL OpenSSH MB/s |
|---|---:|---:|---:|---:|
| 1 | 6.22 | 14.96 | 6.17 | 14.64 |
| 2 | 10.61 | 17.73 | 14.41 | 14.45 |
| 3 | 8.90 | 18.89 | 13.65 | 17.75 |
| 4 | 14.90 | 16.80 | 15.67 | 16.63 |
| 8 | 13.50 | 20.16 | 17.03 | 16.82 |
Three is a reasonable default candidate for a future OpenSSH backend: versus two it improved median throughput
by 6.5% on Windows and 22.8% on WSL. Eight was faster on Windows but slower on WSL. The production Paramiko
default remains two because three regressed by 16.1% on Windows and 5.3% on WSL in this matched comparison.
Link variability remains substantial, and no fast hotspot/USB result is claimed.
Reports: `/mnt/c/Users/Austin/AppData/Local/Temp/frameport-upload-native-parallel-windows.json` and
`/tmp/frameport-upload-native-parallel-wsl.json`.
Settings → Installing → **Parallel uploads** accepts **1–8**, default **2**. It controls large files within one
install; the FIFO still runs one install job at a time. A single APK is not split into chunks. Large files are
scheduled largest first, with at most one authenticated SSH connection per active worker and never more workers
than files. Small files still use tar batches after the large-file uploads. Choose 1 on a busy network; a higher
count can consume all available bandwidth and is not automatically faster.
The parallel comparison uses the same eight 16 MiB OBB-shaped files (128 MiB total) for every worker count, with
three shuffled repetitions. The production uploader is used by `app-files-N`, including its aggregate progress,
resume baselines, cancellation checks and connection cleanup. A failed or cancelled cohort stops queued work and
closes only its worker transports; completed files and interrupted `.part` files remain resumable.
| Workers | WSL2 production median MB/s | Windows 11 production median MB/s |
|---|---:|---:|
| 1 | 9.6 | 5.6 |
| 2 (default) | 9.1 | 10.9 |
| 3 | 6.5 | Not measured in the final production run |
| 4 | 12.4 | 14.8 |
| 8 | 11.2 | 17.3 |
On Windows, the production uploader improved from 5.6 to 10.9 MB/s with 2 workers (**1.95 times faster**), and
17.3 MB/s with 8 (**3.08 times faster**). All twelve Windows production transfers passed SHA-256 verification.
The preceding Windows prototype also tested 3 workers (12.2 MB/s median), before aggregate progress/cancellation
were integrated; that is not included as a production measurement in the table.
WSL was noisy: four workers improved its median by about 29%, but 2 did not improve its median, and 3 was slower.
There is no evidence that a particular worker count is universally fastest. The option is retained because it
produced a repeatable benefit on Windows and higher counts improved the WSL median. Default 2 limits competing
transfers while retaining a measured Windows benefit; users can measure higher counts or select 1 in their own
environment. Production code, including cleanup and progress checks, was used for both final comparisons.
```sh
uv run python scripts/upload_bench.py --mib 128 --repeat 3 --methods app-files-1,app-files-2,app-files-3,app-files-4,app-files-8 --json parallel.json
```
`install.upload_threads` persists the setting. Malformed values use 2 and numeric values are clamped to 1–8.
The serial setting reuses the existing control connection; parallel workers verify that the new transport reaches
the same paired headset before sending any files.
## Reproducing the measurements
Run from the checkout using the Python environment for the platform being measured:
```sh
uv run python scripts/upload_bench.py --mib 512 --repeat 3 --check-resume --json uploads.json
uv run python scripts/upload_bench.py --fast-link --probe
uv run python scripts/upload_bench.py --fast-link --remote-dir /path/on/card --mib 512 --repeat 3 --json card.json
```
`--host` selects a specific paired endpoint; `--fast-link` uses the same authenticated direct-link discovery as an
install. Inspect the reported endpoint and link before comparing methods. Join the Frame's hotspot or connect its
USB cable before testing those paths; the benchmark does not change PC networking. Keep the headset awake and avoid
other network traffic. A 512 MiB payload is preferred for follow-up tests on fast links; the available-link runs
above used 128 MiB.
The script creates a unique scratch directory on the selected filesystem, checks content outside the timed upload,
and removes its own temporary remote files and temporary key copy. It never modifies the pairing key's ACL. Windows
OpenSSH rejects an `OWNER RIGHTS` ACL entry; the temporary copy grants only the current user, without Python's
Windows `chmod` behaviour that can introduce that entry. Native clients use the application's key and known-hosts
file with strict host verification.
JSON rows contain bytes, total seconds, separately measured setup seconds where available, payload and total rates,
verification duration and checksums. SCP/SFTP's setup is included in total time because their command-line clients
do not expose its completion separately. On POSIX, CPU includes the Python parent and child processes; on Windows,
`os.times()` measures only the parent, so native subprocess CPU numbers must not be compared with Paramiko's CPU.
An error is recorded rather than counted as a successful trial. `--methods` can restrict the run; `--small-files`
controls the tar corpus. Cipher comparisons are available as `ssh-gcm` and `ssh-chacha`.
## Incremental install behaviour
`game_update.plan_update` is the shared, I/O-free Quest/Android classifier used by badges and installation. Recipe
source, notes and catalog revision do not affect it. A newer tested catalog recipe remains a separate suggestion
when the user customized their recipe.
- Build records keep an APK recipe fingerprint, source hash/stat, selected native-asset identities, converter
identity and the existing validated APK hashes. Reusable local APKs are checksum-checked before installation.
- Deployment records keep applied runtime configuration and its fingerprint, APK stat/hash, source version,
data manifest/digest and artwork hashes. Routine device samples carry only the digest, and updates fetch a
detailed manifest only when necessary. Live numeric settings writes update only the applied runtime configuration,
leaving APK build identity intact. Desired data manifests are cached locally for badges, without render-path I/O.
- Runtime-only updates use agent v87 `configure`: no conversion, signing, APK transfer, artwork, Steam restart or
automatic launch test. They still require the installed APK identity and an available destination, and refuse
changes while the game is running. Defaults explicitly reset overrides embedded in an older APK. Generated
configuration files are restored or removed only when they still match FramePort's last write; user edits survive.
- Build support dependencies remain conservative: controller models/native surfaces/haptic support, Zink-layer
selection, mixed foveation patches and revised adapter support can require a new APK. A recorded alternate
variant can be reused when switching variants.
- Data-only updates transfer missing/different-size data using the resumable uploader. Recipe/APK updates skip
data synchronization when the source data manifest is unchanged, preserving Frame-side mods; explicit forced
reinstalls still check/repair data. Artwork-only
updates send changed slots; unchanged artwork avoids a Steam refresh. APK/data changes retain the configured
automatic launch test. Settings/artwork changes skip it.
- APK-only updates preserve installed OBBs, including mods, and do not apply old staged OBBs or artwork from an
interrupted upload. Ordinary data comparison still uses sizes, matching existing behaviour; equal-size content
replacement is not detected automatically. Explicit rebuild/reinstall remains available (`install --force`).
- Legacy build identities take the full path once because their original build inputs cannot be established
safely. Converted-copy cleanup and `build.keep_copies` remain in effect; a configuration/data update does not
require the deleted converted APK.
Install results record `stage_seconds` in the library's install history. This includes planning, conversion,
validation, transfer and finalization stages reached by that operation; the GUI's subsequent optional launch test
is separate. Use these timings to distinguish build cost, network transfer and device/Steam work when reviewing a
slow install. Configuration success is recorded after writing the configuration and completing its sync; a failed
operation leaves the prior applied fingerprint so it remains retryable.
+10
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@@ -0,0 +1,10 @@
# Brand assets
- `frameport-icon-1024.png`: square app icon, 1024 × 1024, background to the edges (for project pages, store listings,
profile pictures).
- `frameport-icon-square.svg`: the same as a vector (FramePort's logo, `src/frameport/ui/icons/logo.svg`, with square
corners).
For the "Install with FramePort" button, see [`docs/badges/`](../badges/) and [INSTALL_BUTTON.md](../INSTALL_BUTTON.md).
- `frameport-social-preview.png`: GitHub's social preview (1280 × 640): repository Settings → General → Social
preview. Built from the logo and the docs' Library screenshot (`docs/images/library.png`).
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@@ -93,7 +93,7 @@ shots:
docs: [docs/SHOWCASE.md]
steps:
- go: live
- wait_for: "What the player sees"
- wait_for: "Ready when you are"
- name: install-progress
docs: [docs/SHOWCASE.md]
+6 -6
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@@ -5,7 +5,7 @@
# docs/SHOWCASE.md ("Videos").
output: docs/media/frameport-install.mp4
budget_mb: 12
budget_mb: 20
poster_at: 9
start:
profile: fresh # FramePort's first start
@@ -24,7 +24,7 @@ title:
end:
heading: You're set
line: Your game is in the Frame's Steam library. More help at frameport.app/docs/install/
footer: github.com/spoopyghosty0/frameport
footer: frameport.app
seconds: 4.0
scenes:
@@ -34,8 +34,8 @@ scenes:
eyebrow: "Step 1 · On your PC"
heading: Download FramePort
steps:
- "Open **github.com/spoopyghosty0/frameport** → **Releases** → the latest one"
- "Download the file for your PC: **FramePort-windows-x64.zip**, **FramePort-macos-arm64.zip** or **FramePort-linux-x64.tar.gz**"
- "Open **frameport.app/download**"
- "Download the file for your PC (the page picks it): **FramePort-windows-x64.zip**, **FramePort-macos-arm64.zip** or **FramePort-linux-x64.tar.gz**"
- "Unpack it anywhere. No installer or admin rights needed"
- name: first-start
@@ -62,7 +62,7 @@ scenes:
caption: ["Connect your Steam Frame", "Once: one line on the Frame"]
hold: 1.5
steps:
- click: "Set up the Frame"
- click: "Set up your Frame"
- wait: 1.6
- click: "Start setup"
- wait_for: "Waiting for your Frame to ask"
@@ -111,7 +111,7 @@ scenes:
- hook: {name: pairing_done, args: [1.6]}
- wait_for: "Ready to play"
- wait: 1.2
- hover: "Quest games (Lepton)"
- hover: "Quest games"
- wait: 1.6
- name: add-games
+1 -1
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@@ -3,7 +3,7 @@
output: docs/media/frameport-tour.mp4
teaser: docs/images/tour-teaser.webp
budget_mb: 12
budget_mb: 20
start:
profile: demo # the library in use: games installed on the pretend Frame, BONELAB running
frame: connected
+3 -1
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@@ -11,12 +11,14 @@ embeds debug paths (`-g`) and the dex depends on the d8 version, so those differ
| Dir | Artifact | What / why |
|---|---|---|
| `luajit/` | `arm64-v8a/libfp_luajit.so` | Pinned upstream LuaJIT with full-width lightuserdata (`frame.luajit_pointers`). Only the verified old Lua engine's shared public functions become imports; the original xLua API 105 bindings, LuaSocket helpers and `luaopen_perflib` remain in the game. No game library is bundled. Build: `python native/build.py --only luajit`; source revision + archive SHA-256 in `luajit/build.py`, MIT notices in `luajit/COPYRIGHT` and `artifacts/licenses/LuaJIT.txt`. `runtime.c` checks GC64 and the retained `xlua_gl` global-reference offset. `smoke.c` compares a real low-address allocation with the original library's own native static pointer; the unmodified library fails only the high-address case, the patched one round-trips both exactly. Startup verified on Frame; gameplay unverified. |
| `adapter/` | `{arm64-v8a,armeabi-v7a}/libopenxr_loader_generic.so` | **FrameBridge**: replaces overport's generic loader (which is renamed `libopenxr_loader_original.so`) and fixes Steam Frame runtime gaps. Hooks xrCreateInstance, swapchains, xrEndFrame, spaces, xrPollEvent, … everything else is forwarded by `gen_forwarders.py`-generated tail calls. `scene_emu.c` = Meta scene/spatial-entity emulation; `flip_vk.c` = Vulkan blit for VERTICAL_FLIP quads. `session_fixes.c` = per-game session fixes, all off by default and hooked only when on (`layer_debug` diagnostics, `stable_local`, `focus_hold`, aim correction `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `proximity_emul` = finger proximity (XR_FB_touch_controller_proximity, which the Frame lacks) from the capacitive touch inputs: OVRPlugin's `hand_thumb_proximity`/`hand_trigger_proximity` actions get extra Touch bindings); `input_diag.c` = controller-input diagnostics (setting `input_diag`, off by default and hooked only when on; logs suggested interaction profiles and the runtime's answers, each hand's current profile, functions the runtime lacks and failing input/haptics/perf calls, each line once; tested on the host by `tests/test_input_diag.py`); `layer_emul_gl.c` = `equirect_emul` (GLES sessions only): 360° equirect/equirect2 layers become one adapter projection layer, drawn by a worker thread with its own EGL context shared with the app's: each 360° image is converted to a cube map only when it changes, and the view is redrawn only after a 4° head turn (GL/EGL resolved with dlopen, so Vulkan games never load them); `layer_math.h` = their pose/face math, tested on the host by `tests/test_layer_emul.py`. `render_model.c` = XR_FB_render_model emulation (setting `controller_models`, off by default): serves `files/framebridge/controller_{left,right}.glb`, which the agent converts on the Frame from SteamVR's own Frame controller render models (never shipped by FramePort); tested on the host by `tests/test_render_model.py`. Settings: `libframe_settings.so` in the APK + `settings.conf`/`framebridge.conf` on the Frame. |
| `vrapi-bridge/` | `arm64-v8a/libvrapi.so` | VrApi → OpenXR bridge from [Android-XR-Bridge/OVRPort](https://github.com/Android-XR-Bridge/OVRPort) `native/vrapi` at 5e7df52 (GPL-3.0, `LICENSE.upstream`; unchanged upstream as of OVRPort v1.2.5, which ships the unpatched code as its opt-in `patch_vrapi_openxr` in experimental CLI builds), with our changes in `upstream-patches/`: GLES sessions + GL texture swapchains, cylinder→quad layers, GL vertical flip, UNORM↔sRGB format twins, 30 s VR-mode deadline, VALID-only recenter, loading-icon layers skipped, `vrapi_PollEvent`/`RecenterPose`/`SetDisplayRefreshRate`/`GetSystemPropertyFloatArray` (BlazeRush imports them, GitHub #57), diagnostics behind `-DOVP_GL_DIAG`. `upstream-patches/` reproduces these sources from the fork's `native/vrapi` (checked 2026-10-06 against its latest commit); upstream PRs Android-XR-Bridge/OVRPort#3-#8, tracked in GitHub #75. |
| `vrapi-bridge/` | `arm64-v8a/libvrapi.so` | VrApi → OpenXR bridge from [Android-XR-Bridge/OVRPort](https://github.com/Android-XR-Bridge/OVRPort) `native/vrapi` at 5e7df52 (GPL-3.0, `LICENSE.upstream`; unchanged upstream as of OVRPort v1.2.5, which ships the unpatched code as its opt-in `patch_vrapi_openxr` in experimental CLI builds), with our changes in `upstream-patches/`: GLES sessions + GL texture swapchains, cylinder→quad layers, GL vertical flip, UNORM↔sRGB format twins, 30 s VR-mode deadline, VALID-only recenter, loading-icon layers skipped, `vrapi_PollEvent`/`RecenterPose`/`SetDisplayRefreshRate`/`GetSystemPropertyFloatArray` (BlazeRush imports them, GitHub #57), legacy compositor debug/volume frame flags accepted, full-rate Vulkan foveation images allocated as density attachments (The Climb, GitHub #238), diagnostics behind `-DOVP_GL_DIAG`. `upstream-patches/` reproduces these sources from the fork's `native/vrapi` (checked 2026-10-06 against its latest commit); upstream PRs Android-XR-Bridge/OVRPort#3-#8, tracked in GitHub #75. |
| `platformcompat/` | `arm64-v8a/libovrplatformcompat.so` | Real `ovrMessageType_ToString` (same fork, `native/platform`). |
| `langpack/` | `arm64-v8a/libfp_langpack.so` | Language packs for the Meta Platform SDK (patch `frame.langpacks`, opt-in). overport's platform loader is a dispatcher in front of Meta's own loader and answers `ovr_LanguagePack_GetCurrent/SetCurrent` with `return 0` (no reply ever). This library becomes the loader's first DT_NEEDED; the loader's own exports of the 31 functions it defines are made STB_LOCAL in `.dynsym` (`elf.hide_exports`, nothing moves), so symbol lookups reach the library first. It serves `<tag>.lang` files found in the game's OBB / app files (`$FRAMEPORT_LANGPACK_DIRS` overrides the search path) through `ovr_LanguagePack_*`, `ovr_AssetFile_GetList` (the loader's list + the packs) and `ovr_AssetFile_StatusById`; its own message queue is merged into `ovr_PopMessage`, and every handle that is not ours (an address-range check) goes to the loader's original function, whose address is read at run time from the loader's in-memory `.dynsym`. With patch `frame.asset_files` (marker byte `@FPASSETS@`, or env `FRAMEPORT_ASSET_FILES=1`) it also lists the data's `*.pak` content files as installed `default` asset files and answers `ovr_AssetFile_DownloadById` for them at once (a completed `DownloadUpdate`, then the result with the path). Host-tested against a stand-in loader (`tests/test_langpack.py`, plain `cc`, no NDK); the bionic/headset side is unverified. |
| `glshim/` | `arm64-v8a/libglshim.so` | Mesa GLSL compatibility for GLAD engines (hooks eglGetProcAddress): comments out `#pragma` before `#extension`, enables `GL_EXT_shader_implicit_conversions`, hides GL_OVR_multiview (`gl_hide_multiview`, default 1) and logs failed shaders. `-DGLSHIM_TRACE` adds per-FBO draw/error tracing. |
| `glmv/` | `arm64-v8a/libfpglmv.so` | Single-view draws of OVR_multiview programs (patch `frame.gl_multiview_fbo`, opt-in, GitHub #77). Mesa enforces OVR_multiview's rule that a draw's program declares as many views as the draw framebuffer has; engines that compile every shader with `num_views=2` and also draw into ordinary 2D framebuffers (Doom3Quest's HUD/PDA pool) lose those draws. The engine library gets it as first DT_NEEDED (direct `gl*` imports) and its `dlopen("libGLESv3.so")` string is rewritten to `libfpglmv.so` (same length; its `qgl*` dlsym table); linked `--no-as-needed` to libGLESv3 so dlsym on its handle finds everything it doesn't wrap. It records stage sources at glLinkProgram, caches the draw framebuffer's color-attachment view count per bind, and when a multiview program draws into a 0-view framebuffer it binds a lazily built twin (`glmv_rewrite.h`: num_views layout blanked, `gl_ViewID_OVR` -> `(0u)`; attribute locations + uniform block bindings copied, default-block uniforms copied before every such draw with a shadow to skip unchanged ones), draws, rebinds the original. Logcat tag `GLMV`; `gl_mv_debug=1`. The rewriter is host-tested on Doom3Quest's 19 shaders (`tests/test_gl_multiview_fbo.py`); untested on the device. |
| `tlskeys/` | `arm64-v8a/libfp_tkeys.so` | Thread-key pool for Unity (patch `frame.unity_tls_key_pool`, opt-in, GitHub #198; approach and the first helper by Klownicle). Bionic allows 128 pthread keys per process; Unity 6 plus large native libraries (Firebase, Gecko) and the Frame's own libraries use them up (Wander: `cannot create thread specific key for __cxa_get_globals()`). libunity.so's four key imports are renamed to `fp_tkey_create/_delete/_get/_set` (`elf.rename_imports`, same `.dynstr` bytes, versions set global) and this library is added to its DT_NEEDED: keys without a destructor become slots (512, generation-tagged, `0x40000000 + slot`) in a per-thread table under one real key; keys with a destructor and all other libraries keep real keys. Lock-free get/set. Logs `fp_tkeys: pooling Unity's thread keys` once (tag FrameBridge). Host-tested (rename); not yet run on the device. |
| `zinkfix/` | `arm64-v8a/libVkLayer_fp_shaderfix.so` | Shader-fix Vulkan layer `VK_LAYER_FP_shader_fix` for OpenGL ES games (patch `frame.zink_shader_fix`): sits between Zink (Mesa's GL on Vulkan) and the driver and inserts the words of `zink_shader_fix` (same format as the Vulkan shim's `vk_shader_fix`: size + SHA-256 match) into SPIR-V modules; `zink_shader_dump=1` writes every distinct module to `files/fp_spirv/`. The engine library loads it first (DT_NEEDED); its constructor puts the layer in front of Android's GraphicsEnv debug layer list (private Android 11 `getDebugLayers`/`setDebugLayers`, found through libvulkan.so's dependencies) before EGL starts, so the loader picks it up from the app's lib dir. Exports only the enumeration functions and `VK_LAYER_FP_shader_fixGet*ProcAddr` (never plain `vk*` entry points). Vader Immortal's lightspeed shaders (Klownicle, GitHub #49). |
| `xrlayer/` | `linux-arm64/libxr_frameport_timefix.so` + `XR_APILAYER_FRAMEPORT_timefix.json` | OpenXR API layer for Windows PC VR games under Proton on the Frame (glibc aarch64, built freestanding with the NDK's clang), on by default (patch `pcvr.xr_timefix`). Retries `xrCreateInstance` as an OpenXR 1.0 app when the runtime rejects 1.1 (the Frame's SteamVR runtime does, and Proton 11's VR helper asks for 1.1). Also emulates `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` if the runtime refuses them (the Frame's Android runtime does; its Linux runtime, used by Proton, supports them as of 2026-09-29 — so this part is only a fallback; Proton's wineopenxr needs them for `XR_KHR_win32_convert_performance_counter_time`, which Revive requires) with the adapter's xrWaitFrame-calibrated offset, and drops the extension from xrCreateInstance if the runtime rejects it. Enabled per game by the Proton launch.sh (`XR_API_LAYER_PATH`, `XR_ENABLE_API_LAYERS`). `tests/test_xrlayer.py` builds it for x86_64 and drives it via ctypes. |
| `oculushmd/` | `win-x64/fp_oculushmd.exe` | PC VR counterpart of overport's `patch_oculus_unreal` (patch `pcvr.oculus_unreal`, default for Unreal Rift games on the Frame). Unreal's OculusHMD and LibOVR's `ovr_Detect` only start when the Windows named event `OculusHMDConnected` exists and is signalled (the Oculus service creates it). `fp_oculushmd.exe <command line>` creates it (manual reset, signalled), runs the command (Revive's injector) in a job object and keeps the event until every process in the job — the game and its children — has exited (fallback without job support: 3 minutes); returns the command's exit code and logs `FramePort oculushmd: …` to stderr (launch.log). Freestanding Windows x64 console exe (no CRT, no Windows SDK): the NDK's clang + `lld-link /Brepro` with a kernel32 import library generated by `llvm-dlltool`, so it's byte-reproducible. Tested on Windows from WSL with a build whose event name is `-DEVENT_NAME=L"…"` (the Oculus service owns the real event on a PC with the Oculus app). |
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// SPDX-License-Identifier: GPL-3.0-only
// fade_quad.c: how dark the fade quad is for a layer's colour scale (host-tested: tests/fixtures/src/fade_level_test.c).
#pragma once
#define FADE_LEVELS 16
// 0 = no fade (the picture is shown as it is), else 1..FADE_LEVELS = black at level / FADE_LEVELS opacity. The fade's
// opacity is 1 - the average of the red, green and blue scale (games fade all three alike); 0.99 and above count as
// "not dimmed", so a rounding scale never leaves a faint veil.
static inline int fade_level_of(float r, float g, float b) {
float scale = (r + g + b) / 3.0f;
if (!(scale < 0.99f)) return 0; // also NaN
if (scale < 0.0f) scale = 0.0f;
int level = (int)((1.0f - scale) * FADE_LEVELS + 0.5f);
return level > FADE_LEVELS ? FADE_LEVELS : level;
}
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// SPDX-License-Identifier: GPL-3.0-only
// Included by frame_adapter.c. fade_quad (per game, off by default; GitHub #197): games that fade to black by dimming
// their eye image with XR_KHR_composition_layer_color_scale_bias (Batman: Arkham Shadow's loading screens: scale 0 ...
// 1 on its projection layer) showed the level loading on the Frame instead of black. With the setting, FrameBridge
// draws the fade itself: a black, alpha-blended quad layer right in front of the eyes (VIEW space, 1 m ahead, far
// larger than the field of view), whose opacity is 1 - the layer's colour scale. The Frame draws quad layers above all
// projection layers, which is what a fade needs; it is inserted right after the dimmed projection layer, so the game's
// own quads (loading icons, subtitles) stay on top of it.
// * No drawing per frame: one tiny swapchain, refilled only when the fade level changes (at most FADE_LEVELS small
// clears per fade: Vulkan vkCmdClearColorImage on the app's queue through flip_vk.c's command buffer; GLES glClear
// through a temporary framebuffer in the app's current context). A swapchain's last released image stays valid
// for every later frame. (One swapchain per level hit XR_ERROR_LIMIT_REACHED in Batman: the Frame's runtime
// allows only a few swapchains per app.)
// * Set up on the first frame that needs it; any failure turns the fade off for the session (logged once).
// * fade_quad=2 also removes the layer's own colour scale (as strip_color_bias=1), for runtimes that do apply it
// (the fade would then be doubled).
#include "fade_level.h"
#define FADE_GLES_BINDING ((XrStructureType)1000024001) // XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR
#define FADE_GLES_IMAGE ((XrStructureType)1000024002) // XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR
static struct {
XrSession session;
int state; // 0 = not set up, 1 = ready, -1 = failed this session
int gles; // the session's graphics API, from its binding
XrSpace view;
XrSwapchain swapchain;
uint32_t size, image_count;
XrSwapchainImageVulkanKHR vk_images[8];
emul_gles_image gl_images[8];
int shown; // the level the last released image shows (0 = none yet)
} fade;
// GLES entry points for the one-time fill (resolved at run time like layer_emul_gl.c's: Vulkan games never load GL)
#define FADE_GL_FUNCS(X) X(glGenFramebuffers) X(glDeleteFramebuffers) X(glBindFramebuffer) X(glFramebufferTexture2D) \
X(glCheckFramebufferStatus) X(glClearColor) X(glClear) X(glGetIntegerv) X(glGetFloatv) X(glGetBooleanv) \
X(glIsEnabled) X(glDisable) X(glEnable) X(glColorMask) X(glFinish)
#define FADE_DECLARE(fn) static __typeof__(&fn) fade_##fn;
FADE_GL_FUNCS(FADE_DECLARE)
#undef FADE_DECLARE
static __typeof__(&eglGetCurrentContext) fade_eglGetCurrentContext;
static int fade_load_gl(void) {
void *egl = dlopen("libEGL.so", RTLD_NOW | RTLD_LOCAL), *gles = dlopen("libGLESv3.so", RTLD_NOW | RTLD_LOCAL);
if (!egl || !gles) return 0;
int ok = (fade_eglGetCurrentContext = (__typeof__(fade_eglGetCurrentContext))dlsym(egl, "eglGetCurrentContext")) != NULL;
#define FADE_RESOLVE(fn) ok &= (fade_##fn = (__typeof__(fade_##fn))dlsym(gles, #fn)) != NULL;
FADE_GL_FUNCS(FADE_RESOLVE)
#undef FADE_RESOLVE
return ok;
}
static void fade_on_create_session(XrSession session, const XrSessionCreateInfo *info) {
memset(&fade, 0, sizeof(fade)); // a new session owns new swapchains (the old ones went with its session)
fade.session = session;
for (const XrBaseInStructure *p = info ? (const XrBaseInStructure *)info->next : NULL; p; p = p->next)
if (p->type == FADE_GLES_BINDING) fade.gles = 1;
}
// Clear one swapchain image to black at `alpha`.
static int fade_fill_vulkan(VkImage image, float alpha) {
if (!vk_ready() || !vk.CmdClearColorImage) return 0;
VkCommandBufferBeginInfo begin = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, NULL,
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT, NULL};
VkImageSubresourceRange range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
VkClearColorValue black = {.float32 = {0.0f, 0.0f, 0.0f, alpha}};
vk.ResetCommandBuffer(vk.cmd, 0);
vk.BeginCommandBuffer(vk.cmd, &begin);
barrier(image, 0, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
vk.CmdClearColorImage(vk.cmd, image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &black, 1, &range);
barrier(image, 0, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT);
vk.EndCommandBuffer(vk.cmd);
VkSubmitInfo submit = {VK_STRUCTURE_TYPE_SUBMIT_INFO, NULL, 0, NULL, NULL, 1, &vk.cmd, 0, NULL};
int ok = vk.QueueSubmit(vk.queue, 1, &submit, vk.fence) == VK_SUCCESS &&
vk.WaitForFences(vk.device, 1, &vk.fence, VK_TRUE, 100000000ull) == VK_SUCCESS;
vk.ResetFences(vk.device, 1, &vk.fence);
return ok;
}
static int fade_fill_gles(GLuint texture, float alpha) {
if (!fade_load_gl() || !fade_eglGetCurrentContext()) return 0; // xrEndFrame runs with the app's context current
GLint old_fbo = 0;
GLfloat old_clear[4];
GLboolean old_mask[4], scissor = fade_glIsEnabled(GL_SCISSOR_TEST);
fade_glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &old_fbo);
fade_glGetFloatv(GL_COLOR_CLEAR_VALUE, old_clear);
fade_glGetBooleanv(GL_COLOR_WRITEMASK, old_mask);
GLuint fbo = 0;
fade_glGenFramebuffers(1, &fbo);
fade_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
fade_glDisable(GL_SCISSOR_TEST);
fade_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
fade_glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
int ok = fade_glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
fade_glClearColor(0.0f, 0.0f, 0.0f, alpha);
if (ok) fade_glClear(GL_COLOR_BUFFER_BIT);
fade_glFinish(); // done before the image is released to the runtime
fade_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, (GLuint)old_fbo);
fade_glDeleteFramebuffers(1, &fbo);
fade_glClearColor(old_clear[0], old_clear[1], old_clear[2], old_clear[3]);
fade_glColorMask(old_mask[0], old_mask[1], old_mask[2], old_mask[3]);
if (scissor) fade_glEnable(GL_SCISSOR_TEST);
return ok;
}
static int fade_setup(XrSession session) {
PFN_xrCreateReferenceSpace space = (PFN_xrCreateReferenceSpace)lookup(active_instance, "xrCreateReferenceSpace");
PFN_xrCreateSwapchain create = (PFN_xrCreateSwapchain)lookup(active_instance, "xrCreateSwapchain");
PFN_xrEnumerateSwapchainImages enumerate =
(PFN_xrEnumerateSwapchainImages)lookup(active_instance, "xrEnumerateSwapchainImages");
if (!space || !create || !enumerate) return 0;
XrReferenceSpaceCreateInfo sci = {XR_TYPE_REFERENCE_SPACE_CREATE_INFO, NULL, XR_REFERENCE_SPACE_TYPE_VIEW,
{{0, 0, 0, 1}, {0, 0, 0}}};
if (XR_FAILED(space(session, &sci, &fade.view))) return 0;
static const uint32_t sizes[] = {8, 64, 256}; // in case the runtime refuses tiny images
XrResult r = XR_ERROR_RUNTIME_FAILURE;
for (size_t i = 0; i < sizeof(sizes) / sizeof(sizes[0]); ++i) {
XrSwapchainCreateInfo ci = {XR_TYPE_SWAPCHAIN_CREATE_INFO, NULL, 0,
XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT | XR_SWAPCHAIN_USAGE_TRANSFER_DST_BIT,
fade.gles ? 0x8C43 /* GL_SRGB8_ALPHA8 */ : 43 /* VK_FORMAT_R8G8B8A8_SRGB */,
1, sizes[i], sizes[i], 1, 1, 1};
r = create(session, &ci, &fade.swapchain);
LOG("fade_quad: xrCreateSwapchain %ux%u format=%lld result=%d", sizes[i], sizes[i], (long long)ci.format, r);
if (XR_SUCCEEDED(r)) { fade.size = sizes[i]; break; }
}
if (XR_FAILED(r)) { fade.swapchain = XR_NULL_HANDLE; return 0; }
for (int i = 0; i < 8; ++i) {
fade.vk_images[i] = (XrSwapchainImageVulkanKHR){XR_TYPE_SWAPCHAIN_IMAGE_VULKAN_KHR, NULL, VK_NULL_HANDLE};
fade.gl_images[i] = (emul_gles_image){FADE_GLES_IMAGE, NULL, 0};
}
r = enumerate(fade.swapchain, 8, &fade.image_count, fade.gles ? (XrSwapchainImageBaseHeader *)fade.gl_images
: (XrSwapchainImageBaseHeader *)fade.vk_images);
if (XR_FAILED(r) || !fade.image_count) { LOG("fade_quad: xrEnumerateSwapchainImages failed %d", r); return 0; }
return 1;
}
// Show `level` in the fade swapchain (a new image only when it changes).
static int fade_show(int level) {
if (level == fade.shown) return 1;
PFN_xrAcquireSwapchainImage acquire = (PFN_xrAcquireSwapchainImage)lookup(active_instance, "xrAcquireSwapchainImage");
PFN_xrWaitSwapchainImage wait = (PFN_xrWaitSwapchainImage)lookup(active_instance, "xrWaitSwapchainImage");
PFN_xrReleaseSwapchainImage release = (PFN_xrReleaseSwapchainImage)lookup(active_instance, "xrReleaseSwapchainImage");
XrSwapchainImageAcquireInfo ai = {XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO, NULL};
XrSwapchainImageWaitInfo wi = {XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO, NULL, 100000000};
XrSwapchainImageReleaseInfo ri = {XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO, NULL};
uint32_t index = 0;
if (!acquire || !wait || !release || XR_FAILED(acquire(fade.swapchain, &ai, &index)) || index >= fade.image_count)
return 0;
if (XR_FAILED(wait(fade.swapchain, &wi))) { release(fade.swapchain, &ri); return 0; }
float alpha = (float)level / FADE_LEVELS;
int ok = fade.gles ? fade_fill_gles(fade.gl_images[index].image, alpha)
: fade_fill_vulkan(fade.vk_images[index].image, alpha);
release(fade.swapchain, &ri);
if (ok) fade.shown = level;
return ok;
}
// The fade level of a projection layer: 0 = none, else 1..FADE_LEVELS (black at level / FADE_LEVELS).
static int fade_level(const XrCompositionLayerBaseHeader *layer) {
if (!layer || layer->type != XR_TYPE_COMPOSITION_LAYER_PROJECTION) return 0;
for (const XrBaseInStructure *n = (const XrBaseInStructure *)layer->next; n; n = n->next)
if (n->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) {
const XrCompositionLayerColorScaleBiasKHR *cb = (const XrCompositionLayerColorScaleBiasKHR *)n;
return fade_level_of(cb->colorScale.r, cb->colorScale.g, cb->colorScale.b);
}
return 0;
}
// The quad that shows `level` (filled into *out), or NULL when there is nothing to draw or the fade isn't available.
static const XrCompositionLayerBaseHeader *fade_layer(XrSession session, int level, uint32_t layers_so_far,
XrCompositionLayerQuad *out) {
if (!fade_quad || level <= 0) return NULL;
if (session != fade.session) { fade.session = session; fade.state = 0; }
if (!fade.state) {
fade.state = fade_setup(session) ? 1 : -1;
LOG("fade_quad: %s (%s, %d levels)", fade.state > 0 ? "drawing fades over the picture" : "unavailable",
fade.gles ? "GLES" : "Vulkan", FADE_LEVELS);
}
if (fade.state < 0) return NULL;
if (!fade_show(level)) {
fade.state = -1;
LOG("fade_quad: filling the fade image failed (%s); off for this session", fade.gles ? "GLES" : "Vulkan");
return NULL;
}
if (layers_so_far + 1 > runtime_max_layers) {
static int logged;
if (!logged++) LOG("fade_quad: no room for the fade layer (%u layers)", layers_so_far);
return NULL;
}
*out = (XrCompositionLayerQuad){XR_TYPE_COMPOSITION_LAYER_QUAD, NULL, XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT,
fade.view, XR_EYE_VISIBILITY_BOTH,
{fade.swapchain, {{0, 0}, {(int32_t)fade.size, (int32_t)fade.size}}, 0},
{{0, 0, 0, 1}, {0, 0, -1.0f}}, {6.0f, 6.0f}};
static int last = -1;
if (layer_debug && level != last) LOG("fade_quad: level %d/%d", level, FADE_LEVELS);
last = level;
return (const XrCompositionLayerBaseHeader *)out;
}
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