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Author SHA1 Message Date
spoopyghosty0 8b2d24a9f5 FramePort 1.1.0 2026-10-12 23:44:06 -04:00
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
spoopyghosty0 dccdcaab96 SteamVR overlay apps on the Frame (agent v75)
Host OpenVR overlays are composited over Lepton (Quest) games on the Frame;
Windows overlay apps register through Proton's vrclient. Detect overlay apps
(bundled .vrmanifest with is_dashboard_overlay, or OpenVR + IVROverlay +
self-registration), patch pcvr.vr_overlay and the Linux entry fields
vr_overlay/vr_overlay_autostart, agent register/unregister/launch_vr_overlay
(IVRApplications through SteamVR's libopenvr_api.so; manifest with
binary_path_linux_arm, the only key the Frame's vrserver reads). Overlay apps
skip launch tests and the Linux Steam-parent watchdog and don't count as a
running game. Probe sources in native/vroverlay_probe.
2026-10-10 20:01:07 -04:00
spoopyghosty0 99c6a88f90 Merge remote-tracking branch 'origin/main' 2026-10-10 19:19:43 -04:00
spoopyghosty0 da4f26197d Merge branch 'worktree-agent-ad1c44db9b43374d4' 2026-10-10 19:17:23 -04:00
spoopyghosty0 02361b7c99 Merge diagnostics: every shader of the newest session (agent v74, GitHub #140), issue forms valid YAML again, plain-issue fallback for sharing (GitHub #167) 2026-10-10 19:17:21 -04:00
spoopyghosty0 d6bbea05ca Sharing: fall back to a plain issue when the form opens empty (#167)
Some browsers (Flatpak ones on Linux) opened the issue form with the
title but every field empty. The issue links now also come as the
Markdown body GitHub's forms write (### sections, the recipe as a yaml
block, which catalog_from_issue.py reads) and a plain issue link with
that body, trimmed to the same URL limit. The GUI copies the body to the
clipboard when it opens the form and offers "Form empty? Open a plain
issue"; the CLI prints the plain link. A shared recipe is marked shared
only after the link was opened.
2026-10-10 19:14:00 -04:00
spoopyghosty0 65d3c2ab67 Monitor: per-module collection needs agent 73 (main's 72 lacks it); correct agent versions in comments
The {"modules": …} message and take_screenshot reached main with agent 73 (the ui-refresh
branch's v63-v66 numbers collided with main's). MIN_AGENT_MODULES was 65, so agents 65-72
were sent a message they ignore.
2026-10-10 19:13:42 -04:00
spoopyghosty0 327f213f56 serialize_flet_updates: tolerate Flet versions without Session.patch_control or Prop (log, keep the rest) 2026-10-10 19:11:49 -04:00
spoopyghosty0 05c24cc9e0 Issue forms: quote the descriptions so the templates are valid YAML
Both descriptions contain ': ' in a plain scalar since 3546232, which YAML
reads as a mapping: the issue forms didn't parse.
2026-10-10 19:10:50 -04:00
spoopyghosty0 6e31ae52c4 Auto pairing scan: skip container/VM/VPN interfaces and CGNAT, back off after empty scans
Network scans for Valve's pairing port now leave out docker/bridge/veth/tun/tap/wg/tailscale/
zerotier/vEthernet/utun-style interfaces and loopback, link-local and 100.64/10 addresses
(discovery.local_subnets, also used by the Frame search). Each scan that finds nothing doubles
the wait (30 s up to 5 min); another set of networks or opening the Frame page starts over.
2026-10-10 19:09:34 -04:00
spoopyghosty0 7830444c87 pyproject: Development Status 5 - Production/Stable 2026-10-10 19:07:56 -04:00
spoopyghosty0 9ace9d3bb3 Catalog: Vacation Simulator starts; controllers aren't tracked yet (shared working config)
Refs #163 (kept open: controllers not tracked)
2026-10-10 19:07:04 -04:00
spoopyghosty0 a994e86ba5 Catalog: The Thrill Of The Fight runs with Unity's overlay copy skipped; the right eye misses the opponent and referee (shared working config)
Closes #164
Closes #125
2026-10-10 19:07:01 -04:00
spoopyghosty0 e776116162 Catalog: Fruit Salon works (shared working config)
Closes #165
2026-10-10 19:06:59 -04:00
spoopyghosty0 1e814af1d4 Auto pairing: hold off only while a setup request is open (not for allowed, denied or expired ones) 2026-10-10 19:06:26 -04:00
spoopyghosty0 f3ed77deb0 Docs: diagrams instead of ASCII art
Architecture: the module overview and the self-update flow are SVG diagrams
(docs/images, shown on GitHub and the site); the update details the old drawing
carried are a short list under it. FAQ: the game-folder layout is a tree block
the site draws as a real file tree (scripts/filetree.ts). Diagrams scroll sideways
on phones instead of shrinking. Docs pages on phones: the sidebar no longer kept
its desktop offset, which pushed it over the page title.
2026-10-10 19:05:26 -04:00
spoopyghosty0 d5245aa496 Install links: FramePort's https://frameport.app/install?… page is the documented button link (pasted links parse too); README, docs, site and in-app texts no longer point to FrameDrop's buttons (its links still work). README and site: 1.0 drops the proof-of-concept line and says plainly that not every game runs 2026-10-10 19:05:22 -04:00
spoopyghosty0 e4a62d6e90 Pairing: setup requests expire when the Frame stops polling; setup.sh explains HTTP 429
Open requests whose /wait polling stopped for more than 2 x WAIT and decided ones older than
DECIDED_KEEP are dropped (on /hello and every few seconds); the Frame page shows only open,
unexpired requests and redraws when one expires. setup.sh tells a full queue apart from an
unreachable PC. The fallback Frame name in a request is translated.
2026-10-10 19:04:47 -04:00
spoopyghosty0 dcc57f29c8 Diagnostics: send every shader module of the newest session (#140)
Agent v74: with an index.txt, collect_diag sends every module named in the
newest session (after the last '# start'), deduplicated, last used first,
each up to 4 MB and up to 30 MB in all, plus that session's index lines.
A reporter's GPU hang came ~10 s after the last new module, so the newest
written modules missed the culprit. Without an index (fp_spirv) nothing
changes. The bundle drops the least recently used modules last when the
zip would pass its size limit.
2026-10-10 19:03:59 -04:00
spoopyghosty0 d87d085842 CLI frame pair: don't announce the pairing server over mDNS (it can't answer setup-URL requests) 2026-10-10 19:01:23 -04:00
spoopyghosty0 3930617518 Issue reports: a game's report is titled "[Game report] <game>" with the game-compatibility label; reports about FramePort itself "[App] FramePort" with bug ("[Problem]" titles read as a list of app faults) 2026-10-10 19:00:35 -04:00
spoopyghosty0 deaf1f08a6 Setup line: curl -fsSL https://frameport.app/s (fail on HTTP errors, explicit https) 2026-10-10 19:00:18 -04:00
spoopyghosty0 76ba1e4ffa Merge pull request #166 from spoopyghosty0/showcase/update
Update docs screenshots and videos
2026-10-10 18:04:55 -04:00
spoopyghosty0 62728dc562 Site: Cloudflare and Google analytics, with a cookie choice
Cloudflare Web Analytics (cookieless) runs when the CF_ANALYTICS_TOKEN repo
variable is set. Google Analytics (GA_MEASUREMENT_ID) loads only after the
visitor clicks Allow on a small card with equal Allow/Decline buttons; the choice
is remembered, Cookie settings in the footer asks again, Decline removes the
_ga cookies and Global Privacy Control counts as Decline. Downloads are counted
as file_download events. New privacy page. Without the variables the site has
no analytics.
2026-10-10 17:56:37 -04:00
spoopyghosty0 6454c7f37d Docs: update screenshots and videos 2026-10-10 21:33:45 +00:00
spoopyghosty0 a4f73a88b7 Merge origin/main into site
Conflicts kept main's features with the site branch's wording: the uninstall
dialog's new delete-saves option, hardware video decoding and last-session help,
new Game settings (plain labels), agent 73 (main's 72 plus the Take screenshot
command from v66). Main's new texts follow docs/STYLE.md (for example, patch/setting
instead of fix). Pages rebuilds on docs changes and daily; the CNAME file is
gone (the domain is a Pages setting).
2026-10-10 17:18:37 -04:00
spoopyghosty0 e5658ed441 Site: SEO for frameport.app
Sitemap and robots.txt, complete Open Graph and Twitter tags, JSON-LD
(the app as a free SoftwareApplication with its current version; docs as
articles with breadcrumbs), a written description for each docs page, a
releases Atom feed, a 404 page, and titles that say what people search for.
2026-10-10 16:54:26 -04:00
spoopyghosty0 6bfaaf788f Site: What's new page and section from GitHub releases
/changelog/ shows every release's What's new part (the same parts the app's
changelog shows): the dev build as Coming next, the latest release large,
then a timeline; the home page shows the latest changes. Release jobs
restart the pages workflow so a new release appears on the site.
2026-10-10 16:41:42 -04:00
spoopyghosty0 07da1c27a3 Site: shorter, consistent copy, served at frameport.app
Plain words on every page, one label per action, no jargon on the home
page. The site moves to the custom domain frameport.app (CNAME, no
/frameport base); the setup line is curl -sL frameport.app/s | bash.
2026-10-10 16:34:22 -04:00
spoopyghosty0 35462324bb Docs: shorter, consistent copy
README is a short overview that links to the install guide; repeated
sections are said once; Share working recipe everywhere; the setup
script names the real buttons; a shorter notice, the same as the site's.
2026-10-10 16:34:19 -04:00
spoopyghosty0 2c1149815d App: shorter, consistent interface text
Dialogs, help texts and tooltips cut to what the user does or gets, one
name per action (Start setup, Uninstall FramePort, Update art on Frame,
Rebuild only), plain launch-test results (C.test_result), plain summaries
for every Game setting. The setup line now points at frameport.app.
2026-10-10 16:34:17 -04:00
spoopyghosty0 c9b600d186 Developer docs, CLI and launch-test diagnoses: consistent terms
US spelling, patch (not fix) for patches, current button names. Every
diagnosis now opens with one plain sentence before the technical detail.
2026-10-10 16:34:04 -04:00
spoopyghosty0 ca14fad3ce Merge Steam Input gamepad for flat Android apps (device.steam_gamepad, GitHub #162) 2026-10-10 16:12:47 -04:00
spoopyghosty0 c4fa6557e1 Steam Input gamepad for 2D Android apps (device.steam_gamepad, agent v72, GitHub #162)
Lepton's Android only gets keyboard, pointer and touch from the Wayland seat. The opt-in patch (2D apps; suggested
when the manifest declares android.hardware.gamepad or LEANBACK_LAUNCHER, ANALYSIS_VERSION 9) makes the agent record
steam_gamepad in deployment.json and give the launcher a line that exports SDL's hint
(LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD) and puts FramePort's own Podman wrapper (agent/bin/podman,
written by ensure_host_fixes, independent of the video codec) first on PATH. For the game's podman run it bind-mounts
Steam's virtual pads (uinput, 28de, gamepad buttons) at /dev/input/eventN plus an Xbox 360 key layout, then hands on
to the next Podman after itself (the codec wrapper or Podman), so both wrappers chain in either order.
FRAMEPORT_NO_GAMEPAD=1 turns it off for one start; failures keep the arguments unchanged. Verified headless on the
dev Frame with a uinput stand-in pad: Android's EventHub opens it with our layout and dispatches BUTTON_A.
2026-10-10 16:09:16 -04:00
spoopyghosty0 1bb08bab36 Wording: style word list and length rules 2026-10-10 16:00:23 -04:00
spoopyghosty0 cccafe86bc Merge vk_shader_dump (Vulkan shim shader capture, GitHub #140) 2026-10-10 15:56:59 -04:00
spoopyghosty0 6fb4a52051 Vulkan shim: vk_shader_dump writes the game's SPIR-V modules with a creation index (GitHub #140)
Adapter setting vk_shader_dump=1: every distinct module once to files/fp_vk_shaders/<size>_<sha256>.spv, each
vkCreateShaderModule as one index.txt line (order, time), to find the shader behind a GPU hang for a vk_shader_fix.
Agent v72 collect_diag returns the newest dumped modules (Vulkan and OpenGL ES dumps); diagnostics bundle them.
Triage gpu-hang suggests the dump for the session's graphics API (FrameBridge's swapchain formats).
2026-10-10 15:56:01 -04:00
spoopyghosty0 5f42c4bb01 Triage: unity-data-missing fails a launch test when Unity can't read the game's data files (incomplete OBB or one from another version; Batman passed while stuck at boot, GitHub #155) 2026-10-10 15:50:47 -04:00
spoopyghosty0 37b8ac78a7 Game page shows Update on Frame after a newer APK of an installed game was added (builds record the APK version they were made from; GitHub #161); triage only offers fixes that can matter for the game (a Vulkan game was offered the GLES-only 360° emulation; GitHub #138) 2026-10-10 15:50:44 -04:00
spoopyghosty0 26b86f3f9d Catalog: Eleven (Quest) and GOLF+ unsupported (Meta online services / the game's login refuse the platform), Beat Saber DLC isn't detected, Doom3Quest works (walk/run switching is the game's reaction to slowdowns)
Closes #160, closes #147, closes #150, closes #133, closes #77
2026-10-10 15:44:28 -04:00
spoopyghosty0 8d50d5a065 Catalog: 13 shared working configs (Freedom, Zombieland VR, Caves, Ancient Dungeon, Containment Protocol, Down the Rabbit Hole, End Space, ExploreVR, Racket: Nx, RC Pilot Trainer, Retropolis, Shores of Loci, SynthRiders)
Closes #132, closes #141, closes #142, closes #143, closes #144, closes #145, closes #148, closes #149, closes #151, closes #152, closes #153, closes #154, closes #158, closes #122, closes #93
2026-10-10 15:44:24 -04:00
spoopyghosty0 ce257b429a Site: two neon worlds, a portal-first download page, one-eye live view
- Two more Frame-side worlds (envs-neon.ts): a rain-soaked neon megacity, and a Tron-like arena with light cycles.
- A game's world comes from a hash of its title (FNV-1a): with seven worlds the old palette mix gave every
  title the same remainder, so one world never came up and another four times in ten.
- Download page: no round countdown ring; the countdown runs round the portal's own rim, a tunnel of rings
  sinks away inside it (the rim is a masked band, so the way through stays dark).
- The trial's live view shows one eye, as the app's does.
- Headings reveal slower again.
2026-10-10 14:59:39 -04:00
spoopyghosty0 7e95c50f39 Game page: open the last launch test's log
The Steam Frame (or This PC) card gets a log button when the game's last launch test ran there: it opens the
saved log (last_test.log_path) in the launch log viewer. The showcase's demo library writes a short made-up log for
each passed test so the button shows in the docs pictures.
2026-10-10 14:44:54 -04:00
spoopyghosty0 61ecc4d2ee Site: interactive docs, a download page, two more worlds, solid rocks
- Docs: search across every page (highlights where you land), definitions for jargon on hover, tables you can
  filter and sort, step lists you can tick off, the tutorial video in place, zoomable pictures, section links that
  copy, / [ ] keys, a reading path per goal on the overview and a mark on pages you've read.
- /download/: every Download button leads here; a countdown while the package goes through the portal, then the
  download starts; a manual button stays, with version, size and SHA-256 from the release and the next steps.
- Two more Frame-side worlds: an aurora over a frozen lake, and a reef. Shared helpers moved to envkit.ts.
- Asteroids and floating islands no longer tear: corners shared by several faces move together (moveCorners).
- Built on: every project links to its page. Compare: no update row; Rift games not supported by the others.
- Headings reveal a little slower.
2026-10-10 13:27:10 -04:00
spoopyghosty0 391f43df95 Site: three hero worlds, a 3D live view, a closer app trial, real screenshots
- The Frame side of the hero picks one of three worlds per game (grid, islands, space); the particles option is gone.
- The trial's Live view shows the same worlds through two lenses (vrscene.ts), one scene per stream, CSS fallback without WebGL.
- The trial looks more like the app: window bar, Library header/filters/shelf, game page, Frame card with now playing and power.
- The install log follows the game: package, conversion, its patches, version and note; the recipe opens under board rows.
- Calmer motion: no button drift, smaller click ring and cursor light; the gallery carousel shows the real screenshots again.
2026-10-10 12:28:15 -04:00
spoopyghosty0 60d8ab021b Install walkthrough: the setup line and Allow, in the video and on the site
- Install tutorial video (docs/showcase/videos/install.yaml, re-recorded by record_video.py): Start setup, a card
  for the setup line on the Frame (with the Developer Mode route in its note), the Frame asking and Allow clicked,
  a card for what the Frame then does by itself. Showcase: the fake pairing server takes asks; hook `frame_asks`.
- Site: the Install section is a six-step walkthrough (download, Start setup, the line or Developer Mode on the
  Frame, Allow, it sets itself up, add games and play), each step with a small live scene: the download unpacks,
  Start setup shows the line, Konsole types it and finds FramePort, Allow moves on, the setup ticks off, a game
  installs. The other ways link to /setup.
2026-10-10 10:16:13 -04:00
spoopyghosty0 dfab8d68fd Pair Frames in Developer Mode without a click on the PC
While no Frame is connected, FramePort watches for Frames in Developer Mode (Valve's devkit mDNS, else a scan every
30 s for Valve's pairing port, one entry per Frame by host key). One that already lets FramePort in is connected; one
that doesn't is offered FramePort's key through Valve's pairing every few seconds (refused at once until "Pair new
host" is open on the Frame, then the request shows in the headset; a 45 s pause after an unanswered one). So the user
only opens Pair new host and approves in the headset.
- frame/autopair.py (no Flet, callbacks), app._start_auto_pair, setting frame.auto_pair (switch on the Steam Frame
  page, default on); never with FRAMEPORT_HOME or FRAMEPORT_NO_AUTO_PAIR (tests, screenshots).
- Checked on the dev Frame: found by the scan (this WSL PC doesn't hear its mDNS), FramePort's key recognized, no
  pairing request sent. The headset approval path needs a Frame that doesn't know FramePort yet.
2026-10-10 09:45:51 -04:00
spoopyghosty0 8167cb86c6 Merge the shared hardware video decoder (PR #128, adapted: per game, off switch, VP9 fixes)
# Conflicts:
#	agent/frameport_agent.py
2026-10-10 02:25:41 -04:00
spoopyghosty0 44bc689348 Shared video decoder (codec revision 8): hidden VP9 frames no longer end the EOS drain early
Iris returns an empty capture buffer (bytesused 0, no LAST flag, time 0) for every VP9 frame that isn't shown
(alt-ref frames split from superframes). FFmpeg's V4L2 wrapper takes any empty capture buffer during a drain
for the end of the stream, so the first hidden frame decoded after EOS ended it and the pictures still in the
driver were lost (two-pass VP9 4K: 573/600 and 617/640, always the last frames); outside a drain the empty
buffers were returned as pictures, which the component then guessed away by counting hidden frames.
build.py now patches v4l2_context.c to requeue empty capture buffers without LAST/ERROR; the drain ends at the
LAST buffer, or after a skipped empty buffer at one silent second, so it can't block. The component's
hidden-frame counting is removed. Dev Frame (Batman's container): two-pass VP9 4K 600/600 and 640/640 in
hardware with the same Y hashes as OMX.google.vp9.decoder (seek phase too), VP9 without hidden frames,
H.264 4K and HEVC 4K 600/600, VP9 surface output 600/600. Two builds (different dirs and NDK copies) give the
same libstagefrighthw.so 141de01f.
2026-10-10 02:22:48 -04:00
spoopyghosty0 007db344d7 Shared video decoder: remove a game's old per-game codec folder once its launcher is converted, also when the recipe (not deployment.json) asks for hardware decoding (seen with Batman on the dev Frame) 2026-10-10 01:01:33 -04:00
spoopyghosty0 3fb2621030 Shared video decoder: per game (frame.hw_video_decode) with a global off switch; 8K retry at start and VP9 fixes from the hw-video-decode branch
- Opt-in per game: only launchers of games whose recipe has frame.hw_video_decode (install stage, no APK change;
  suggested from analysis media_codec, ANALYSIS_VERSION 8) get the codec line (deployment.json hw_video_decode,
  finalize + upgrade_launchers). Games that had agent 70's per-game codec (Batman) keep it; their old
  <base>/frameport-codec folders are removed afterwards. Batman: catalog + migration batman_video_patches
  (frame.hw_video_decode + the hidden adapter setting surface_native, no more package check); 4XVR catalog.
- Off switch: Settings -> Installing "Hardware video decoding" (library video.hw_decode, default on) -> agent
  video_codec_switch (video-codec/disabled, checked by the launcher line and the wrapper); FRAMEPORT_NO_HW_VIDEO=1
  for one game.
- Connection: the codec is checked once per connection, also after a failed install; a Frame keeps the same or a
  newer revision built elsewhere (logged) instead of flip-flopping between PCs.
- Wrapper: the merged media_codecs.xml goes to $XDG_RUNTIME_DIR/frameport-video, never into the version directory.
- Decoder: refused (busy) Iris sessions retry until 20 s after the plugin loaded (SteamVR's link holds a session
  ~12 s at game start), else 2 s, before the software fallback; VP9 capped at 4096x2304 (XML + component, larger
  decodes in software); hidden VP9 frames' pictures dropped. Manifest revision 7.
- build.py builds from paths with spaces and from freshly extracted FFmpeg sources. Artifacts rebuilt here, identical
  from two trees (ext4 and the NTFS repo path, two NDK copies); PR #128's own sources rebuild to its binary.
- AGENT_VERSION 71 (matches the connection's gate); triage hw-video-decoder-busy, PLAYBOOK row, docs.
2026-10-10 00:58:24 -04:00
spoopyghosty0 39ca9a5f0d Catalog: Audica works (shared working config)
Closes #126
2026-10-10 00:28:39 -04:00
spoopyghosty0 e64e8a95e0 Uninstall dialog: option to also delete the game's saves and everything it stored on the Frame (mods, downloads); they survived every uninstall before (GitHub #130) 2026-10-10 00:28:37 -04:00
spoopyghosty0 69e888c7fe Install on this PC works on Windows again: the agent (loaded for its VDF code) imported the POSIX-only fcntl at the top (ModuleNotFoundError for every PC VR install; GitHub #131) 2026-10-10 00:28:36 -04:00
spoopyghosty0 ce809c432d Merge PR #128: shared hardware video decoding (Lucas-Mathieu) 2026-10-10 00:23:42 -04:00
spoopyghosty0 cdf900c6b7 Docs: the setup URL first, the other ways kept; what the Frame offers for it
INSTALL and FRAME_SETUP describe the setup line, the Allow step and the announcement; the setup command, USB cable
and Valve's pairing stay. FRAME_RUNTIME records what was checked on the dev Frame (Chromium via Steam's +, mDNS from
the Frame only on port 5353, avahi-browse not usable over SSH). README's quick start uses the line.
2026-10-10 00:23:09 -04:00
spoopyghosty0 d5b5b7751e Project page: /setup, the setup line in Install, the trial's connect flow
- /setup: the three steps (Start setup on the PC, the line on the Frame with Copy, Allow), a terminal that plays what
  the script prints, what it changes, and every other way (setup command, USB cable, Valve's pairing, address).
- The site serves bootstrap/setup.sh as /s and /setup.sh (copied at build time; the workflow rebuilds when it changes).
- Install step 2 starts with a "Setup page" tab; the trial's Steam Frame page and guided tour use the same flow
  (the Frame asks, matching code, Allow).
2026-10-10 00:23:08 -04:00
spoopyghosty0 351712172c Setup URL: the Frame finds FramePort, you allow it, the usual setup runs
One line for every Frame and PC, served by the project page: curl -sL spoopyghosty0.github.io/frameport/s | bash.
- bootstrap/setup.sh finds FramePort (stdlib mDNS on 5353 for _frameport-pair._tcp; else the USB cable's address and
  a /24 scan of /ping), asks with /hello, shows 4 digits, waits for Allow, then runs exactly the typed line's
  `curl -fsS <pc>/<code> | bash`: bootstrap.sh is unchanged.
- PairingServer (no second server): /ping, /hello (max 3 open asks), /wait (long poll; code only once allowed),
  decide(); announces itself over zeroconf while running (name, port, two words for this PC's key; never the code).
- Connect page: "Start setup" shows the static line, incoming asks as Allow / Deny cards (a toast elsewhere);
  "Use the setup command" keeps the address + code line; USB setup unchanged.
- The app key is created under a lock (the announcement and the page asked for it at once on a first start).
- Tests: approval/deny/limits/timeouts, the code never in the announcement, setup.sh end to end against a real server
  with a stub bootstrap (allowed and denied), digits match. ui_smoke --setup-url drives the page.
Checked on the dev Frame with a stub bootstrap: found by mDNS and by the scan fallback, allowed, code handed over.
2026-10-10 00:23:06 -04:00
spoopyghosty0 f99aded40e Project page round 4: VR worlds through the portal, live screens, a page that reacts
- Hero, Frame side: the card is gone; the game opens into an abstract VR world (three.js, look around by dragging or
  tilting the phone) or into particles that gather into a shape for the game. A TEMPORARY toggle under the scene
  switches between the two for comparison. three.js loads only when the hero is on screen.
- A Steam Frame you can turn (the logo's visor, extruded) next to "Connect the Frame".
- No pictures of the app on the page: the carousel's slides are live copies of its screens (type, drop a file, end a
  process, switch themes), the video tiles play short silent loops (made at build time with ffmpeg), the install
  button is a live control.
- Scroll story: the hero flies toward its portal, the install log completes line by line, section lines draw in.
- Everything reacts: a portal light follows the pointer, clicks on empty space ripple blue then orange, headings rise
  in word by word and light up under the pointer, labels unscramble, numbers count up, each icon moves its own way.
2026-10-09 23:15:21 -04:00
spoopyghosty0 f631e5fc1b Project page round 3: docs pages, contributors, carousel, a fuller app demo
- Hero: the Frame-side card is the game running in the headset (one view per eye, the scene moving), switching on
  as it lands while its frame rate climbs to 72 and the pacing line draws.
- App demo: working search, right-click menu, select several and install them (queued), install from a link (the
  app's link rules), Screenshots tab with a viewer, Settings with the real themes switching live, Files that take
  real files from the desktop (they never leave the tab), process table with End, Live view quality, launch-test
  result, technical patch ids, toasts; Wi-Fi or USB cable when connecting. Progress ticks no longer rebuild the page.
- Screenshots: a carousel (arrows, keys, swipe, thumbnails, autoplay that pauses for the reader, full screen).
- Compared: four headline differences (free and open source first), every difference as user questions behind
  "Show all differences"; the README says the same.
- Wi-Fi or USB cable said everywhere; the setup command explains itself part by part; first-start steps per system.
- Field notes removed, the notice kept in its own band.
- Built on: contributors wall (code, pull requests, issues; scripts/contributors.mjs, saved list as fallback).
- Docs: user-facing docs/*.md as pages (links rewritten, GitHub heading ids, contents with scroll position, copy
  buttons).
- Games board rows open to show the recipe; the install log replays with another tested game.
2026-10-09 22:29:55 -04:00
Lucas-Mathieu 26cee1551e Deploy shared hardware video decoding for compatible Lepton apps 2026-10-10 03:36:56 +02:00
spoopyghosty0 82e2a40791 Project page round 2: app demo, livelier hero, comparison, sharper videos
- "Meta Quest" only as a description (headline about the Steam Frame), trademark line in the footer.
- Hero cards: generated covers in the style of the app's placeholder art (hue from the title), the same app icon on
  both sides of the portal, a one-line APK name, stage ticker and progress, Play ripple, sparks; titles sized so
  words never break. Click the portal for the next game; the scene leans toward the pointer.
- "The app": a clickable, simplified FramePort window (Library, game page with patch switches, Steam Frame, Files,
  Live view, Type on Frame, Monitor with live sparklines) and a guided tour from a fresh start: connect the Frame,
  scan a folder, install, play. The showcase videos play in a lightbox.
- Compared: FramePort, FrameDrop and Valve's own tools, from their own pages (checked 2026-10-09); the same table in
  the README.
- record_video.py --size WxH (e.g. 2560x1440): films at that many device pixels; postprod reads the size at call
  time and draws cards at the 1920 layout scaled up. Default output unchanged.
2026-10-09 21:26:37 -04:00
spoopyghosty0 1c158930cd Project page: an Astro site for GitHub Pages, and the install button's landing page
site/ (Astro 7, static, served at spoopyghosty0.github.io/frameport/) takes the Portal look of the UI refresh:
- Hero: a catalog game crosses the logo's tilted portal, from an APK on the PC's (blue) side to a game in the
  Steam library on the Frame's (orange) side; reduced motion holds it halfway, like the logo.
- How it works as one real recipe's install log (PC stages blue, Frame stages orange), the showcase tour and
  screenshots (synced from docs/ at build time, never by hand), field notes on what doesn't work, install steps,
  credits.
- Games board from catalog/games: prebuilt at build time, then refreshed in the browser from main (one contents
  API call, only changed files fetched, 6 h localStorage cache); any failure keeps the built list.
- /install/?manifest=…|?url=…: where an "Install with FramePort" button lands; opens frameport://install, and if
  FramePort didn't take it, says how to get it (download for this OS, try again, copy the link). Link rules mirror
  deeplink.check_url; node tests cover them and the board's rows.

.github/workflows/pages.yml builds and deploys on main (Settings → Pages → Source: GitHub Actions, once).
2026-10-09 20:22:26 -04:00
spoopyghosty0 f812ea8716 Codec wrapper (PR #96): find the host's podman when Lepton calls it with the Android guest's PATH (its boot-wait, app-pid and logcat-mirror podman exec calls failed, so launch.log lost logcat and the container could be stopped early) 2026-10-09 17:54:44 -04:00
spoopyghosty0 3dc0a95379 Catalog: Doom3Quest uses frame.gl_multiview_fbo (HUD/PDA shown, no frame-rate drop: Xandrix1987's headset test, GitHub #77) 2026-10-09 16:30:33 -04:00
spoopyghosty0 f8244f582d Catalog: cubism works (shared working config)
Closes #121
2026-10-09 16:29:36 -04:00
spoopyghosty0 69fbdfdc4a SUPERHOT VR (Quest): create its cloud save folder at install, so the launcher gives it group write permission before the very first start (the game creates and checks it in the same millisecond; GitHub #120); triage text says to start again 2026-10-09 16:29:34 -04:00
spoopyghosty0 ef3272a31b Catalog: Vader Immortal III's campaign intro starts black by design (owner) 2026-10-09 15:04:18 -04:00
spoopyghosty0 b0f3ef2698 Catalog: Vader Immortal Episodes II and III work (owner's headset test) with Episode I's Unreal fixes (quest precompile, key map, thumb touch, pose_time_fix), all found in their code by the heuristics 2026-10-09 14:37:11 -04:00
spoopyghosty0 1711e7f7d9 Docs: session triage (PLAYBOOK rows for the session findings, CLAUDE.md note incl. the pac_hints survey) 2026-10-09 14:22:22 -04:00
spoopyghosty0 ff6cdf3b6a Triage real play sessions: the connection refresh fetches a finished session's log (agent v70) and triages it (launch-test signatures + new space-warp-used question and gpu-hang, find_rp_state for unreal-msrtt-crash, slow-frames from FrameBridge pacing, focus-dips), stored as last_session; game page "Last session" callout; value suggestions (adapter.key=value); FrameBridge-only fixes applied live via set_settings; CLI frameport session [--apply] 2026-10-09 14:22:20 -04:00
spoopyghosty0 28517a1999 Agent v70: session_log (the newest play session's launch.log sliced to 4 MB + its crash logcat + kernel GPU hang lines), last_play in list_installed, launch tests mark their session in plays.log 2026-10-09 14:22:17 -04:00
spoopyghosty0 af9c207ddf FrameBridge: always log the runtime's focus losses and returns with their length (focus: lost / back after N ms), before focus_hold hides a dip; for session triage 2026-10-09 14:03:23 -04:00
spoopyghosty0 88045bcf4e Merge remote-tracking branch 'origin/main' into merge/pr96 2026-10-09 13:43:24 -04:00
spoopyghosty0 5147710fad Merge Batman cutscene playback (hardware HEVC decoding, stereo composition) by Lucas-Mathieu (GitHub #96)
Adapter rebuilt here; the codec plugin rebuilt here with native/hevc/build.py (NDK r27c, Lepton SoftOMX fingerprint 456e912c) is byte-identical to the contributed one (c1c2a73e). Agent version 70 -> 69 (main was at 68).
2026-10-09 13:43:22 -04:00
spoopyghosty0 9c45cff09a Heuristics: suggest pose_time_fix for Unreal 4 games with Vader Immortal's Oculus input (the unreal_thumb_touch code match). Catalog: Phantom, Robo Recall and Time Stall get frame.unreal_thumb_touch + pose_time_fix (their code matches Vader's; not yet checked in these games), Star Wars: Tales gets frame.unreal_thumb_touch instead of proximity_emul (as Vader) 2026-10-09 13:43:07 -04:00
Lucas-Mathieu b4848c0424 Harden codec deployment and isolate native video hooks 2026-10-09 19:24:51 +02:00
spoopyghosty0 3a46b78361 Catalog: Clockwork (Quest), Beat Saber, Eleven: Table Tennis VR and Pistol Whip (PC VR, run directly without Revive) from shared working configs
Closes #116, closes #117, closes #118, closes #119
2026-10-09 13:21:50 -04:00
spoopyghosty0 75bbc6eb5f Heuristics: suggest scene_emul for every game that declares Meta's USE_SCENE permission, not only mixed-reality-only ones (VR HOT's room setup retried forever: LoadSceneModel failed / no XR_FB_spatial_entity_query; with scene_emul the room setup returned without errors). Catalog recipes still win (6 verified games declare USE_SCENE and run without it) 2026-10-09 13:06:44 -04:00
Lucas-Mathieu da638aea99 Merge remote-tracking branch 'origin/main' into fix/batman-cutscene-playback
# Conflicts:
#	agent/frameport_agent.py
#	artifacts/SHA256SUMS
#	artifacts/arm64-v8a/libopenxr_loader_generic.so
#	artifacts/armeabi-v7a/libopenxr_loader_generic.so
#	native/adapter/frame_adapter.c
2026-10-09 18:29:12 +02:00
spoopyghosty0 7c37b479db Agent v68: launch tests count their window from Lepton's 'Waiting for app' (up to 240 s more for boot + install). The first start after an APK change installs the app first; a 45 s window from the launcher stopped the container mid-install and left a broken installed APK ('base.apk is not zip') that never started again (VR HOT) 2026-10-09 11:58:54 -04:00
spoopyghosty0 fa473c5ada frame.unreal_thumb_touch: UE4 OculusInput's ThumbUp from the capacitive touches instead of near-touch, which the Frame never reports (thumbs always pointed up). Three instructions in SendControllerEvents (masks 0x2/0x8 -> 0x0f00/0x000f, NearTouches load -> Touches), matched exactly; suggested where the code matches (analysis unreal_thumb_touch, ANALYSIS_VERSION 7): Vader Immortal Ep. I, Robo Recall, Phantom: Covert Ops, Time Stall, Star Wars: Tales. Vader's recipe uses it instead of proximity_emul (the binding didn't animate the thumbs). Found by Klownicle, GitHub #49 2026-10-09 11:35:36 -04:00
spoopyghosty0 1e6ce04e4f pose_time_fix: never move a recent predicted display time; monotonic times only told apart when the clocks are more than 4 display periods apart and the time is clearly nearer the monotonic now (GitHub #49: on a Frame with XrTime only ~68 ms ahead of CLOCK_MONOTONIC, a request at the frame's display time after a hitch was taken for a monotonic time and moved +67.7 ms). Found by Klownicle, GitHub #49 2026-10-09 11:35:35 -04:00
spoopyghosty0 5cd5b119e7 Lint: extraneous parentheses (ruff UP034) 2026-10-09 11:33:00 -04:00
spoopyghosty0 186138cc3c Game page: a patch the build left out because the OVRPort runtime already has the fix (build.superseded, e.g. haptic_fix with runtime 3.4.3-aa54c3f) no longer counts as a settings change: 'Update on Frame' stayed after every update (owner's VR HOT, Klownicle's Vader, GitHub #49) 2026-10-09 11:32:40 -04:00
spoopyghosty0 98c7ca980a Triage: Lepton's own short lines survive the game-process filter. With the package known, game_lines dropped every line of 3 words or fewer, so Lepton's 'Boot complete!' vanished and the transient 'is not a running context' failed launch tests in the GUI although the games ran (owner's runs: Come Closer, AntiZeroGames CH, SKYBOX; Klownicle's Vader, GitHub #49). Only logcat lines are filtered by pid now 2026-10-09 11:29:12 -04:00
spoopyghosty0 b2470b962a Catalog: Max Mustard is listed by its name, not its package name Matilda (GitHub #110) 2026-10-09 11:10:09 -04:00
spoopyghosty0 2a705bc6d1 frame.gl_multiview_fbo: single-view twins for multiview programs drawn into flat framebuffers (GitHub #77)
Mesa enforces OVR_multiview's rule that a draw's program declares as many views as the draw framebuffer has and drops the draw silently; Doom3Quest compiles every vertex shader with layout(num_views=2) and draws its HUD/PDA into 2D-texture FBOs, which stay black on the Frame.

native/glmv (libfpglmv.so, same length as libGLESv3.so): the engine library's dlopen string is rewritten to it and it becomes the first DT_NEEDED. It records stage sources at link time and, when a multiview program draws into a framebuffer without views, draws with a lazily built single-view twin (num_views layout blanked, gl_ViewID_OVR -> 0u; attribute locations, block bindings and uniform values copied), then rebinds the original. Opt-in and experimental (analysis gl_multiview_libs, ANALYSIS_VERSION 6), setting gl_mv_debug, triage gl-multiview-twin-failed.

Host tests: the rewriter on Doom3Quest's 19 shaders (GPL-3.0 fixtures) and glmv.c against a stand-in GL that applies Mesa's rule. Untested on the device.
2026-10-09 10:54:40 -04:00
spoopyghosty0 5d44831757 Agent v67: keep launch.log filling when Lepton's logcat mirror dies ('logcat: Unexpected EOF!' right after the game starts, about 1 launch in 50: Vader Immortal on Lepton 3.0.5, Under Cover on 2.8.14). launch.sh starts _logcat_keeper, which then reads the container's logcat itself (podman exec ... logcat -T 2000, up to 5 restarts) so the dashboard auto-hide and launch tests see the game; upgrade_launchers adds it to existing launchers 2026-10-09 10:14:57 -04:00
spoopyghosty0 456880501b PC VR: a catalog recipe verified with another build (different VR APIs) keeps the build's own launch arguments; Electron launchers rank below the game; agent v67 collects Unity's Player.log / output_log.txt / crash error.log for launch tests and diagnostics; triage unity-vr-init and unity-crash (GitHub #105) 2026-10-09 10:10:33 -04:00
spoopyghosty0 63f7ae12e1 Catalog: Vader Immortal: Episode I works (owner's headset test of the GitHub #49 fixes by Klownicle) 2026-10-09 10:06:44 -04:00
spoopyghosty0 fa69ffefd2 Vader Immortal: loading card, controls, lightspeed shaders, thumbs (GitHub #49)
Klownicle's five fixes for Vader Immortal: Episode I, reimplemented as FramePort patches (found by Klownicle,
GitHub #49; their prebuilt APK is not used):

- frame.unreal_quest_precompile: UVRUtils::GetQuestShaderPrecompilePercent returned 0.0 on its non-Quest branch, so
  the menu waited forever on the loading card; that branch now returns 1.0. Located by symbol, every instruction
  around it checked (bl IsRunningOnSantaCruz; tbz w0,#0; fmov s0,wzr; ldp; ret); other builds stay untouched.
- frame.unreal_quest_keymap: the RPOC key selector (shared by AddAxisMapping and AddActionMapping, so both mapping
  kinds were affected) picked the empty Gear VR key set for an Oculus HMD; the tbz to it becomes a nop. Located as
  the common callee of both functions, pattern-checked.
- frame.zink_shader_fix + native/zinkfix (libVkLayer_fp_shaderfix.so): a Vulkan layer under Zink for GLES games
  that applies zink_shader_fix entries (vk_shader_fix format) to the SPIR-V Zink generates; it adds itself to
  GraphicsEnv's debug layer list from a constructor (the engine library loads it first). zink_shader_dump=1
  captures modules. Vader's recipe carries the two lightspeed-shader fixes (12 OpStores each).
- adapter proximity_emul (FrameBridge): OVRPlugin's thumb/index proximity actions get bindings to the capacitive
  touch inputs when the runtime lacks XR_FB_touch_controller_proximity (OVRPort offers the extension anyway):
  generic replacement for the libUE4 ThumbUp patch.
- Vader's recipe: pose_time_fix + proximity_emul, status unknown (to test in the headset), min_app 0.12.1.

Analysis records unreal_quest_gates (ANALYSIS_VERSION 4). Star Wars: Tales from the Galaxy's Edge (same studio)
has neither gate (different engine build) and gets a catalog entry with pose_time_fix + proximity_emul.

Headless on the dev Frame (Lepton 3.0.5): the layer loads into Zink's instances, the proximity bindings are
accepted, and the game passes the loading card to the "guardian smaller than recommended, press any button" screen.
2026-10-09 09:20:15 -04:00
spoopyghosty0 f78bc82cc4 frame.vivox_audio_route: Vivox voice chat without Android 12 audio routing (GitHub #101)
Newer Vivox builds (Green Hell VR) call AudioManager communication-device methods (API 31) from com.vivox.sdk.AudioChangeListener without a version check; Lepton is Android 11 -> NoSuchMethodError. The methods that call them now return at once (in-place dex edit, Dex.return_early). Detected by analysis vivox_api31 (ANALYSIS_VERSION 4), triage vivox-api31. Verified headless: Green Hell starts, Vivox initialises, ~65-70 fps.
2026-10-09 09:09:24 -04:00
spoopyghosty0 dfacf6a206 FrameBridge: serve cube swapchains the runtime refuses (GitHub #107)
Budget Cuts Ultimate asks for a 2048x2048 cube swapchain (faces=6); the Frame's runtime has no cube layers and refuses it (-2), OVRPlugin carries on with no images and crashes in ovrp_EndFrame4 (memset). cube_standin (default on, GLES) serves it as a GL cube map in the game's context and drops its layers. Triage cube-swapchain-refused (supersedes unity-render-crash/native-crash). Verified headless: the game runs on at ~70 fps.
2026-10-09 09:09:23 -04:00
spoopyghosty0 b2f14c1e2e Catalog: SUPERHOT VR (Rift) keeps the build's own launch arguments (GitHub #105: the older Oculus + SteamVR build needs -vrmode OpenVR; the catalog recipe from the OpenXR build dropped it) 2026-10-09 08:49:53 -04:00
spoopyghosty0 03d7a311bf Catalog: Batman: Arkham Shadow gets sync_guard to test (GitHub #102: quit to Steam's waiting screen after the Frame runtime crashed in xrSyncActions, the input race Myst had) 2026-10-09 08:32:50 -04:00
spoopyghosty0 cd5119278b Catalog: The Light Brigade (works with issues)
Closes #114
2026-10-09 07:56:14 -04:00
spoopyghosty0 6ab3608a44 Catalog: Gravity Lab (works)
Closes #113
2026-10-09 07:56:06 -04:00
spoopyghosty0 c0539af368 Catalog: Does it Stack? (works with issues)
Closes #112
2026-10-09 07:56:02 -04:00
spoopyghosty0 c6363140f4 Catalog: Walkabout Mini Golf (works)
Closes #111
2026-10-09 07:55:58 -04:00
spoopyghosty0 187105b729 Catalog: Matilda (works)
Closes #110
2026-10-09 07:55:55 -04:00
spoopyghosty0 b983c0f11f Catalog: The Tale of Onogoro (works)
Closes #108
2026-10-09 07:55:52 -04:00
spoopyghosty0 c7cee33889 Catalog: Please Don't Touch Anything (works)
Closes #106
2026-10-09 07:55:49 -04:00
spoopyghosty0 d9d73b8aec Triage: Lepton 3.0.5's transient 'is not a running context' (printed while its container is still starting, then 'Boot complete!') no longer fails a launch test (container-not-started unless Boot complete!; VR4 ran at 72 fps on the dev Frame but was marked failed) 2026-10-09 07:55:24 -04:00
spoopyghosty0 48455b9b72 pose_time_fix: robust clock offset (the largest of the last ~2 s of xrWaitFrame samples; hitches made single samples dip by up to 2.5 s and pushed fixed times up to 2 s into the future), far-past requests located at the frame's display time, nothing moved before 8 samples. Headless survey of 54 games: no other game asks for head/views on the monotonic clock; UE4 OVRPlugin 1.89 games and The Room VR ask for XrTime ~0 every frame and work today, so the setting stays suggested for Unity built-in Oculus games only. BattleSisters on the Frame: every moved request now at 0.0 ms from the display time 2026-10-09 01:35:15 -04:00
spoopyghosty0 af798c0bf3 Catalog: BattleSisters entry parses again (my previous edit put colons into a plain YAML text block); written with catalog.to_yaml 2026-10-08 22:55:47 -04:00
spoopyghosty0 ed714c9d65 Catalog: BattleSisters plays with hands following the controllers (adapter pose_time_fix, owner's headset test) 2026-10-08 22:51:26 -04:00
spoopyghosty0 832b401630 Pose time fix (adapter pose_time_fix, pose_debug): OVRPlugin locates its "now" poses at the monotonic clock
BattleSisters' hands lagged behind the controllers (also with ovrp_hold_physics on or off). pose_debug=1 (new,
FrameBridge: per 5 s and per located space, the requested time minus the predicted display time) showed on the dev
Frame (SteamOS 0.4.5): XrTime runs 2.56 s ahead of CLOCK_MONOTONIC, the hand spaces were located at -2564 ms (the
monotonic "now" passed on as an XrTime: OVRPort's dispatcher converts XR_KHR_convert_timespec_time 1:1 and
FrameBridge's emulation is never asked) and the head at XrTime 0.1 s (~1450 xrLocateViews/xrLocateSpace per 5 s).

pose_time_fix (default off; suggested for Unity built-in OVRPlugin games): in xrLocateSpace(s)/xrLocateViews a time
nearer the monotonic clock than XrTime's "now" is moved by the offset measured at xrWaitFrame, one more than 0.5 s
before the display time goes to "now". Headless with it on: every far-past request moved, located times -9.8..0 ms
from the display time. Host unit test for the time rules; PLAYBOOK row.
2026-10-08 22:41:34 -04:00
Lucas-Mathieu 8814b1ce56 Merge remote-tracking branch 'origin/main' into fix/batman-cutscene-playback
# Conflicts:
#	src/frameport/pipeline.py
2026-10-08 17:49:12 +02:00
Lucas-Mathieu e9eedb2241 Merge remote-tracking branch 'origin/main' into fix/batman-cutscene-playback
# Conflicts:
#	artifacts/SHA256SUMS
2026-10-08 01:57:46 +02:00
Lucas-Mathieu d3a35c307a Fix Batman native cutscene decoding and stereo composition 2026-10-08 01:57:29 +02:00
591 changed files with 74724 additions and 2635 deletions

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+11 -12
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@@ -1,31 +1,30 @@
name: Problem report
description: A game or FramePort doesn't work (FramePort → "Report a problem…" fills this in and saves a diagnostics zip).
title: "[Problem] "
labels: ["bug"]
name: Game report
description: 'A game doesn''t run right on the Frame, or FramePort itself misbehaves (FramePort fills this in: "Report a problem…").'
title: "[Game report] "
labels: ["game-compatibility"]
body:
- type: markdown
attributes:
value: |
Please attach the **diagnostics zip** FramePort saved (drag it into the "Diagnostics" box below). It contains
logs, the recipe and device details with personal data removed — no game files. Without the app, it can be
read with `frameport diag inspect <zip>`.
Please attach the **diagnostics zip** FramePort saved: drag it into the "Diagnostics" box below. It holds logs
and device details with personal data removed, and no game files.
- type: input
id: game
attributes:
label: Game
description: Title — package id (version, engine / XR API); empty for app problems
description: Title and package name; leave empty for problems with FramePort itself
- type: textarea
id: description
attributes:
label: What happens?
description: What you did, what you expected, what you saw (in the headset, if it started)
description: What you did, what you expected and what happened
validations:
required: true
- type: textarea
id: findings
attributes:
label: Launch test / triage
description: Filled in by FramePort from the last launch test
label: Launch test
description: Filled in by FramePort
- type: textarea
id: recipe
attributes:
@@ -39,6 +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
View File
@@ -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.
+11 -11
View File
@@ -1,32 +1,32 @@
name: Working configuration
description: Submit a recipe that works on the Steam Frame (FramePort → game menu → "Share working config…" fills this in).
title: "[Working config] "
name: Working recipe
description: 'Share a recipe that works on the Steam Frame (FramePort fills this in: game menu → "Share working recipe…").'
title: "[Working recipe] "
labels: ["working-config"]
body:
- type: markdown
attributes:
value: |
Thanks! A maintainer reviews the recipe; once it's labelled `catalog-accepted`, a pull request adding it to
`catalog/games/` is opened automatically. Please don't paste game files or links to them.
Thanks! Once a maintainer accepts the recipe, it becomes built-in for everyone. Please don't share game files
or links to them.
- type: input
id: game
attributes:
label: Game
description: Title — package id (platform, version, engine / XR API)
description: Title and package name (e.g. Lucky's Tale — com.playful.LuckysTale)
validations:
required: true
- type: input
id: result
attributes:
label: Result
description: works or issues (+ the last headless launch test)
description: works or issues
validations:
required: true
- type: textarea
id: recipe
attributes:
label: Recipe
description: The catalog entry (catalog/games/<package>.yaml). Don't edit the package line.
description: Filled in by FramePort. Don't edit the package line.
render: yaml
validations:
required: true
@@ -34,16 +34,16 @@ body:
id: environment
attributes:
label: Environment
description: FramePort, tool and SteamOS versions
description: FramePort and SteamOS versions
- type: textarea
id: notes
attributes:
label: Notes
description: What you checked in the headset, known issues, anything unusual
description: What you checked in the headset and any known issues
- type: checkboxes
id: confirm
attributes:
label: Confirmation
options:
- label: I played the game in the headset with this recipe (headless launch tests can't check the picture).
- label: I played the game in the headset with this recipe.
required: true
+12
View File
@@ -150,6 +150,7 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
actions: write # starts the pages workflow
steps:
- uses: actions/checkout@v7
- uses: astral-sh/setup-uv@v10.2.0
@@ -185,6 +186,11 @@ jobs:
echo; cat packaging/release-footer.md; } > "$notes" # short: the update dialog shows these notes
gh release delete "$tag" --yes 2>/dev/null || true
gh release create "$tag" out/* packaging/FramePort-selfsigned.cer --title "FramePort ${tag}" --notes-file "$notes"
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
continue-on-error: true
env:
GH_TOKEN: ${{ github.token }}
run: gh workflow run pages.yml --ref main
dev-release:
# "Run workflow" with dev ticked: replaces the rolling `dev` pre-release (never shown by the automatic update check;
@@ -194,6 +200,7 @@ jobs:
runs-on: ubuntu-latest
permissions:
contents: write
actions: write # starts the pages workflow
steps:
- uses: actions/checkout@v7
with:
@@ -225,3 +232,8 @@ jobs:
gh release delete dev --yes --cleanup-tag 2>/dev/null || true
gh release create dev out/* packaging/FramePort-selfsigned.cer --prerelease --target "$GITHUB_SHA" \
--title "FramePort dev build ${VERSION}" --notes-file "$notes"
- name: Refresh the website's changelog (a release made with github.token starts no other workflow)
continue-on-error: true
env:
GH_TOKEN: ${{ github.token }}
run: gh workflow run pages.yml --ref main
+3 -2
View File
@@ -1,5 +1,5 @@
name: catalog-from-issue
# A maintainer adds the label `catalog-accepted` to a "Working configuration" issue → this opens a PR adding the
# A maintainer adds the label `catalog-accepted` to a "Working recipe" issue → this opens a PR adding the
# recipe to catalog/games/. Never runs for unlabelled issues; the issue text is only read by the validating script
# (never interpolated into shell commands). Needs Settings → Actions → "Allow GitHub Actions to create pull requests".
on:
@@ -40,7 +40,8 @@ jobs:
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git checkout -b "$branch"
git add "catalog/games/$PKG.yaml"
uv run python scripts/patch_docs.py # docs/PATCHES.md lists the catalog games per patch
git add "catalog/games/$PKG.yaml" docs/PATCHES.md site/src/data/patches.json
git commit -m "catalog: $PKG (from #$ISSUE)"
git push --force origin "$branch"
if ! gh pr view "$branch" >/dev/null 2>&1; then
+72
View File
@@ -0,0 +1,72 @@
# The project page (site/, Astro) on GitHub Pages: https://frameport.app/
# Rebuilt when the site, the docs it renders, the catalog or the showcase renders change on main, when a release is
# published, and once a day (contributors, releases and the games board stay fresh). The games board also refreshes
# itself from the catalog on main in the visitor's browser, so a catalog change shows before the next build.
# One-time setup: Settings → Pages → Source: GitHub Actions; custom domain frameport.app (kept in the settings, not a
# CNAME file: GitHub ignores that file for Actions deployments).
name: pages
on:
push:
branches: [main]
paths:
- 'site/**'
- 'docs/*.md'
- 'catalog/games/**'
- 'bootstrap/setup.sh'
- 'docs/images/**'
- 'docs/media/**'
- 'docs/badges/**'
- 'src/frameport/ui/icons/**'
- '.github/workflows/pages.yml'
release: # the changelog page shows every release (CI's own releases start this through workflow_dispatch)
types: [published]
schedule:
- cron: '17 5 * * *'
workflow_dispatch:
permissions:
contents: read
pages: write
id-token: write
concurrency:
group: pages
cancel-in-progress: false
jobs:
build:
runs-on: ubuntu-latest
defaults:
run:
working-directory: site
steps:
- uses: actions/checkout@v7
- uses: actions/setup-node@v7
with:
node-version: 22
cache: npm
cache-dependency-path: site/package-lock.json
- uses: actions/configure-pages@v6
- run: sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends ffmpeg # the video tiles' short previews
- run: npm ci
- run: npm test
- run: npm run build
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} # the contributors list (higher API limit)
# analytics (Settings → Secrets and variables → Actions → Variables); unset = none on the site
PUBLIC_CF_ANALYTICS_TOKEN: ${{ vars.CF_ANALYTICS_TOKEN }}
PUBLIC_GA_ID: ${{ vars.GA_MEASUREMENT_ID }}
- uses: actions/upload-pages-artifact@v5
with:
path: site/dist
deploy:
needs: build
runs-on: ubuntu-latest
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
steps:
- id: deployment
uses: actions/deploy-pages@v5
+15
View File
@@ -20,3 +20,18 @@ CLAUDE.local.md
REPORT.md
.ruff_cache/
.claude/worktrees/
# project page (site/)
site/node_modules/
site/dist/
site/.astro/
site/public/media/
site/src/assets/media/
site/media-hq/
site/public/s
site/public/setup.sh
# Impeccable design-tool files (kept local, not in the repo)
/PRODUCT.md
/DESIGN.md
/.impeccable/
+174 -9
View File
@@ -68,7 +68,11 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
mouse drags/right-clicks.
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
needs agent v65), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
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
@@ -154,7 +158,11 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
doesn't do). `VD.bat` is Virtual Desktop's launcher: ignore it except as an exe-location hint. Library migration
`rift_run_direct` resets existing recipes.
Auto launch-test is skipped on PC installs (it would start the game on the user's desktop). Launch tests collect the Unreal
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Lies Beneath via Proton without Revive
game log + crash summaries from the Proton prefix; triage `unreal-crash`. Agent v67 adds Unity's logs (LocalLow/<Company>/<Product>/Player(-prev).log via `<Name>_Data/app.info`,
`output_log.txt`, Temp/…/Crashes/*/error.log; `unity_logs`) to launch tests and diagnostics; triage `unity-vr-init` /
`unity-crash`. A catalog recipe verified with another build (catalog `xr` ≠ the build's) keeps the build's own
`pcvr.launch_args` (`engine._other_build`; GitHub #105: SUPERHOT VR's Oculus+OpenVR build needs `-vrmode OpenVR`,
the catalog's is the OpenXR build); Electron launchers next to a game rank −30 (`rift.is_electron`). Lies Beneath via Proton without Revive
crashed (UE 4.23 "Unhandled exception").
- Rift scanning: `sources/rift_dump.scan` = the scanned folder's subfolders are games (one per folder; a folder is a
game if all candidate exes sit under one child), recursing into collections; `analysis/rift.py` walks once,
@@ -207,7 +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
@@ -245,8 +260,12 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
- `diag/` — user feedback without tokens (docs/DIAGNOSTICS.md): `redact.py` (every file/issue text: IPs, hosts,
home dirs, Steam ids, dump folders → placeholders), `bundle.py` (redacted diagnostics zip; agent v21
`collect_diag`; `frameport diag collect|inspect|report`), `issue.py` (prefilled GitHub issue-form links, ≤7.5k
chars). "Share working config" → `working-config.yml` issue → maintainer label `catalog-accepted` →
`catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
chars; `*_links` = `IssueLinks(form, plain, body)`: body = the Markdown the form writes (`### <label>`, recipe in
a ```yaml block; labels checked against the templates), plain = `?title=&body=` link. GitHub #167: some (Flatpak)
browsers opened the form with empty fields → `app.open_issue` copies the body to the clipboard and offers "Form
empty? Open a plain issue"; keep the templates valid YAML, quote `: ` in descriptions). "Share working config" →
`working-config.yml` issue → maintainer label `catalog-accepted` (a plain issue needs `working-config` added by
hand) → `catalog-from-issue.yml` workflow (`scripts/catalog_from_issue.py` validates) opens a catalog PR. App log:
`core/applog.py` (`<data>/logs/app.log`, finished GUI jobs in `<data>/logs/jobs/`).
- Self-update (docs/ARCHITECTURE.md "Self-update", docs/INSTALL.md "Updating"): `_version.py` = the only version
(`frameport.__version__`; pyproject reads it via hatch `dynamic`; app log, diagnostics, User-Agent, Settings use
@@ -277,7 +296,17 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
by hand: the "Update now" button path (same apply(), called from the running app). macOS: CI smoke only.
- `agent/frameport_agent.py` — runs **on the Frame** (python3 stdlib only), JSON over SSH. Owns the install layout,
launch.sh template, Steam shortcuts (binary VDF), launch tests. Bump `AGENT_VERSION` when changing it.
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (sshd, app key, avahi service, Lepton).
- `bootstrap/bootstrap.sh` — one-time Frame setup served by the pairing server (app key, podman fix, Developer Mode, Lepton).
`bootstrap/setup.sh` — the setup URL (`curl -fsSL https://frameport.app/s | bash`, copied to the site by
`site/scripts/sync-media.mjs`): finds the PC (stdlib mDNS on 5353 for `_frameport-pair._tcp`, which the pairing
server announces while open; else the USB address and a /24 scan of `/ping`), `/hello` → the user clicks Allow (4
digits on both sides, `ask_digits`) → `/wait` hands over the code → runs bootstrap.sh exactly like the typed line.
Checked on the dev Frame 2026-10-10 (mDNS and scan paths) with a stub bootstrap; tests/test_setup_url.py.
Auto-pairing (`frame/autopair.py`, `app._start_auto_pair`, setting `frame.auto_pair`, default on; off with
FRAMEPORT_HOME/FRAMEPORT_NO_AUTO_PAIR): while no Frame is connected, Frames in Developer Mode (devkit mDNS, else a
30 s scan of the /24s for :32000/login-name, deduped by host key) are connected if FramePort's key works, else
offered the key via devkit.register every 4 s (refused at once until Pair new host is open; 45 s back-off after an
unanswered request). This WSL dev PC never hears the Frame's mDNS (Hyper-V firewall): the scan finds it.
- `catalog/games/<package>.yaml` (installed apps also fetch these from GitHub `main`, see "Catalog updates") — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
90 Hz default confirmed later by the owner); `catalog/triage.yaml` — log signatures → fixes.
- `native/` — sources of the prebuilt binaries in `artifacts/` (adapter, VrApi bridge patches, GL shim, stubs).
@@ -298,8 +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`
@@ -315,7 +353,7 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
give new icon-only controls a tooltip. The `showcase` workflow renders on UI pushes to main (+ the videos whose
storyboard changed, or the ones named on dispatch) and opens PR `showcase/update`; releases attach every video as
`FramePort-<name>.mp4`. `scripts/scrub_library.py` (the owner's own library) is only for private screenshots now.
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
README rules (owner): says not every game runs (no longer "proof of concept" since 1.0), provides no piracy tools, credits the wrapped
projects (most functionality is theirs); neutral technical wording; no Quest2Frame mentions anywhere.
- GUI smoke test: `uv pip install flet-web playwright && playwright install chromium`, then
`FRAMEPORT_HOME=<test dir> python scripts/ui_smoke.py --out <dir> [--game <pkg>] [--frame steamos@<host>] [--update]` (`--update` = fake release: banner, dialog, Settings → Updates) and look
@@ -327,6 +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)
@@ -604,7 +647,10 @@ shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lo
auto-repair (`_add_then_play`) crashed (its job got a Job, not a reporter). Uploads resume on a transient OSError.
Lepton's Android 11 has no clipboard service (134 services; checked with `podman exec … service check clipboard`):
SDL/LÖVE apps crashed at start → `frame.sdl_clipboard` (`apk/dex.py`: in-place dex edit, nops one invoke, fixes
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). 2D apps (vr_kind none)
the header checksum/signature; verified with LÖVE for Android 11.5, GitHub #24 Dramatic Shape). Godot 4.2-4.4 (Kotlin `as ClipboardManager`,
GitHub #134 EndoparasiticVR) → `frame.godot_clipboard` (nops the `Intrinsics.checkNotNull` before that check-cast; Godot's
clipboard methods return at once; analysis `godot_clipboard`, ANALYSIS_VERSION 10; checked on real godot-lib/templates
4.2.2-4.4.1, not on the device; 4.1 and 4.5+ don't throw). 2D apps (vr_kind none)
keep every suggested patch that isn't about VR (`needs_vr = False`), not a fixed list. FramePort on the Frame:
`frame/local.py` (127.0.0.1, own key authorized; "This Frame (experimental)"; app data in
~/.local/share/frameport-app because ~/.local/share/frameport is the agent's) and Steam library changes wait while
@@ -694,6 +740,8 @@ FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image t
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
**SteamVR overlay apps (agent v75, 2026-10-10):** host OpenVR overlays (VRApplication_Overlay) are composited over Lepton (Quest) games on the Frame (probe checker seen over 4XVR in the headset view, `native/vroverlay_probe`); Windows ones register through Proton's vrclient too (Temporal Reality's Windows build created its overlays; fpsVR never reaches OpenVR under Proton). Detection `analysis/vroverlay.py` (bundled `.vrmanifest` with `is_dashboard_overlay`, else OpenVR + IVROverlay + self-registration markers, engine Other; Rift fingerprint `RIFT_ANALYSIS`), patch `pcvr.vr_overlay` (param autostart), Linux entry fields `vr_overlay`/`vr_overlay_autostart` (game page switch); agent `register_vr_overlay`/`unregister_vr_overlay`/`launch_vr_overlay` (IVRApplications via ctypes, live; manifest `<anchor>/frameport-overlay.vrmanifest`, the app's own key, binary = launch.sh). **SteamVR on the Frame reads only `binary_path_linux_arm`** (binary_path_linux alone is skipped). Overlay apps: no launch test, no Linux Steam-parent watchdog (`FRAMEPORT_OVERLAY`), not a "running game". A Steam overlay-app shortcut and a game shortcut run together. SteamVR's SetApplicationAutoLaunch didn't persist on the dev Frame (the watch never started by itself) → **agent v76: FramePort's own autostart**: the deployment's `overlay.autostart` is the source of truth; `ensure_host_fixes` (`ensure_overlay_service`) keeps the user service `frameport-vr-overlays.service` (`_vr_overlay_watch`, 5 s polls of the known vrserver's /proc stat) only while an overlay app has autostart on (register/unregister, uninstall, purge and the kill switch `~/.local/share/frameport/vr-overlays.disabled` / `FRAMEPORT_NO_OVERLAY_AUTOSTART` update it); a new vrserver (pid + start time, kept in `~/.cache/frameport-vr-overlays.json` across agent updates) → child `_vr_overlay_round`: wait for IVRApplications, 15 s grace, `launch_vr_overlay` for apps not running (folder process or GetApplicationProcessId); log `~/.local/share/frameport/vr-overlays.log`. Dev Frame: adopted the running vrserver, skipped the already running watch; a start after a real SteamVR start/boot is not yet seen. Details: docs/FRAME_RUNTIME.md "Overlay apps".
**Lepton's logcat mirror dies (agent v67, 2026-10-09):** occasionally launch.log ends with `logcat: Unexpected EOF!` right after the game starts (about 1 launch in 50, Lepton 2.8.14 and 3.0.5): no dashboard auto-hide, no launch-test result. launch.sh's `_logcat_keeper` then reads `podman exec lepton-steamlaunch-<appid> logcat` itself into launch.log (up to 5 restarts while the game runs).
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
@@ -721,6 +769,117 @@ head-pose deadline ends VR mode without a worn headset (not a game bug).
**Language packs (merged from PR #20, 2026-10-04):** overport's `libovrplatformloader.so` is a dispatcher that `dlopen`s Meta's own loader (`libovrplatformloader_meta.so` / `_meta_q1.so`, also `libpxrplatformloader.so`) and keeps its own message queue; `ovr_LanguagePack_GetCurrent/SetCurrent` are 8-byte `return 0` stubs in it, `ovr_AssetFile_GetList` forwards to Meta's loader. `frame.langpacks` (opt-in, `native/langpack`) serves `<tag>.lang` files from the game's data; `elf.hide_exports` marks the loader's exports STB_LOCAL (bionic and glibc only match GLOBAL/WEAK; verified for glibc, bionic's `is_symbol_global_and_defined` is from memory). `libfp_langpack.so` is built here (`python native/build.py --only langpack`) and committed. Owner-verified 2026-10-04: Deadpool VR with only `en.lang` and the patch on plays English dialogue and runs normally (headless launch tests show 2-6 fps while it loads: not a regression sign). A dispatcher answer that arrives after we answered the timed-out GetList is dropped (one answer per request); games already in a library get `lang_packs` filled after an app update (`library._refresh_data_fields`). The library logs to logcat under the tag `fp_langpack` (dirs looked in, packs found, every language-pack call), so it shows up in the game's `launch.log`; an `ovr_AssetFile_GetList` the dispatcher leaves unanswered for 1.5 s is answered with our packs alone. Deadpool VR (Unreal) accepts a pack only when its `Metadata` equals the game's own version string (`ULanguagePacksSubsystem` compares it with `%s.%s.%s.%s.%s` built from the build info, e.g. `1.0.40.356975.Quest` = versionName; found by disassembling `libUE4.so`): the patch writes the APK's versionName into the library (`@FPMETA@` slot, `with_metadata`), `FRAMEPORT_LANGPACK_META` overrides it. Deadpool VR (2026-10-04, headset): German became selectable with that Metadata, but dialogue stayed silent (even English once reported as a pack) while the path was spelled `/sdcard/Android/obb/<pkg>/x.lang`; with the `/storage/emulated/0/Android/obb/<pkg>/x.lang` spelling (Unreal's own, now listed first in `scan_dirs`) German dialogue plays. `FRAMEPORT_LANGPACK_SKIP=<tags>` or a file `fp_langpack_skip` in the obb folder leaves packs out of the list (experiments).
**Cube swapchains (GitHub #107, 2026-10-09):** the Frame's runtime refuses `faceCount=6` swapchains (-2,
XR_ERROR_RUNTIME_FAILURE); OVRPlugin ignores that ("CreateSwapchain for eye 0: 0x0, 0 stages") and crashes in
ovrp_EndFrame4 (memset). FrameBridge `cube_standin` (default on, `native/adapter/cube_standin.c`) serves a refused cube
swapchain as one GL cube-map texture in the app's context (GLES only) and drops its layers. Verified headless with
Budget Cuts Ultimate (2048² sRGB, 12 mips; runs on at ~70 fps); what the cube layer showed is simply missing.
**Hardware video decoding (PR #96, PR #128 by Lucas-Mathieu, adapted 2026-10-10, agent v71):** `native/hevc` = one
OMX plugin `OMX.frameport.{avc,hevc,vp9}.decoder` (FFmpeg v4l2m2m on Iris /dev/video-dec0, FFmpeg software decoders as
fallback inside the component, Vulkan copy for big native surfaces). The connection installs it once per Frame
(`ensure_video_codec` → agent `video_codec_status`/`install_video_codec`: `~/.local/share/frameport/video-codec/versions/
<manifest sha>` + `current` symlink). A Frame keeps the same or a newer `revision` (no flip-flop between PCs) → **bump
`revision` in native/hevc/build.py with every artifact change**; a failed install isn't retried during the connection.
Per game: only launchers of games whose recipe has `frame.hw_video_decode` (install stage, no APK change; suggested
from analysis `media_codec`, ANALYSIS_VERSION 8; deployment.json `hw_video_decode`) get the codec line → the Podman
wrapper (native/hevc/podman.py) mounts the plugin into that container (merged media_codecs.xml in
$XDG_RUNTIME_DIR/frameport-video). Off for every game: Settings → Installing (library `video.hw_decode` → agent
`video_codec_switch` = video-codec/disabled); one game: `FRAMEPORT_NO_HW_VIDEO=1 %command%`. `upgrade_launchers`
converts agent ≤70 launchers (Batman's `<base>/frameport-codec` → keeps the line, folder then removed). Batman: catalog
+ migration `batman_video_patches` (`frame.hw_video_decode` + hidden adapter setting `surface_native`). Iris: 8K
refused (ENOMEM) while any other decoder session is open; SteamVR's vrlinkrunthread holds one ~12 s at game start →
refused opens retry until 20 s after the plugin loaded (else 2 s), then software; VP9 7680x3840 never returned a
picture → VP9 ≤4096x2304; hidden VP9 frames come back as empty capture buffers (bytesused 0, no LAST):
FFmpeg's wrapper ended the EOS drain at the first one (two-pass VP9 lost its last ~25 frames) → build.py requeues
them (codec revision 8; drain ends at LAST, or 1 s after a skipped empty buffer; dev Frame 2026-10-10: 600/600 =
OMX.google.vp9 Y hashes). Rebuilds are deterministic (ext4 + NTFS path
with spaces, two NDK copies → same; rev 8 141de01f…; PR #128's own sources → its 27a2d749…). Not yet run on the device.
**Vulkan shader dump (GitHub #140, 2026-10-10):** adapter `vk_shader_dump=1` (Vulkan shim, `native/vkshim/shader_dump.h`;
applies where vk_sanitize can: Unreal/Other arm64) writes each distinct SPIR-V module once to
`files/fp_vk_shaders/<size>_<sha256>.spv` (tmp + rename) and one `index.txt` line per vkCreateShaderModule (`<seq> <ms>
<unix ms> <name> new|known|again|failed`, O_APPEND) to find the module behind a GPU hang. Agent v72 `collect_diag`
returns `shaders` (newest modules of fp_vk_shaders + fp_spirv, ≤4 MB each, base64) → bundle
`games/<pkg>/target/shaders/`. Triage `gpu-hang` suggests both dumps; `triage.graphics_api` (FrameBridge's
xrCreateSwapchain formats: <0x1000 Vulkan, else GL) keeps only the session's API's (`API_ONLY`). Host-tested only.
Agent v74: a reporter's hang came ~10 s after the last new module, so the culprit wasn't among the newest written →
with an index naming modules, `shader_dumps` sends every module of the index's **newest session** (after the last
`# start`), deduplicated, last used first, each ≤4 MB, ≤30 MB in all (`session` = how many it names) + that session's
index lines; no index (fp_spirv) = the old newest-by-mtime 4 MB. One JSON line (~40 MB base64) over the SSH channel
is read whole by `Frame.agent` (fine at that size); `_Writer.fit` drops the least recently used modules last, after
cutting logs, to stay under the 24 MB zip limit.
**Unreal OBB check (GitHub #159, 2026-10-10):** Epic's DownloaderActivity checks OBB name+size (OBBData), then with `bVerifyOBBOnStartUp=true` CRCs the whole OBB; its screens are invisible in Lepton (stuck at `Displayed …/.DownloaderActivity`, triage `unreal-obb-check-stuck`) → `frame.unreal_skip_obb_check` (analysis `unreal_verify_obb`, ANALYSIS_VERSION 11) flips the manifest boolean (`axml.set_meta_data_bool`); skips only the CRC pass. Host-tested only.
**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
once (`Dex.return_early`: return-void / `const/4 v0,0; return v0`; nopping the invoke would leave a move-result the
verifier rejects). Older Vivox (Eleven Table Tennis, BattleSisters) lacks that code and isn't matched. Verified
headless: Vivox initialises, 150 s at ~65-70 fps.
**Steam Input gamepad for 2D apps (GitHub #162, agent v72, 2026-10-10):** Lepton's Android only has the Wayland seat's `wayland_touch/keyboard/pointer`. Steam makes its virtual pad (uinput, `/devices/virtual/input`, 28de:11ff, "Microsoft X-Box 360 pad N", ACL for steamos) only while the Frame's controllers are on (controller.txt "Steam Controller reserving XInput slot 0"; gone when they sleep), also with no game running; steamos-manager's 28de:0000 keys device isn't a pad (no BTN_SOUTH). Lepton's container root (system_server too) = steamos (`keep-id:uid=0`), so a bind-mounted `/dev/input/eventN` opens. Opt-in `device.steam_gamepad` (vr_kind none; suggested for `android.hardware.gamepad`/`LEANBACK_LAUNCHER`, analysis `gamepad`, ANALYSIS_VERSION 9): deployment.json `steam_gamepad` → launcher `GAMEPAD_LINE` (after the codec line: exports FRAMEPORT_GAMEPAD + LEPTON_ENV_SDL_GAMECONTROLLER_ALLOW_STEAM_VIRTUAL_GAMEPAD, puts `agent/bin` first on PATH) → `PODMAN_WRAPPER` (written by ensure_host_fixes; non-`run` calls go straight on; `run` imports the agent's `podman_run_args`; hands on to the next Podman after its own PATH entry with itself removed from PATH, so it chains to the codec wrapper either way round) adds the pads + `Vendor_28de_Product_<pid>.kl` (Xbox 360 layout). Verified headless with a uinput stand-in pad (Stremio's container: EventHub `classes=0x80000141`, our key layout, KeyEvent BUTTON_A dispatched); with Steam's real pad and a game: not yet. Pads made after the start aren't seen until the next one.
**Multiview programs on flat framebuffers (GitHub #77, Doom3Quest, 2026-10-09, prototype):** Mesa enforces OVR_multiview's
"program num_views == draw framebuffer views" rule (`draw_validate.c`, the draw is dropped silently); Qualcomm doesn't.
Doom3Quest compiles every VS with `layout(num_views=2) in;` and draws its HUD/PDA into 2D-texture FBOs → black. Opt-in
`frame.gl_multiview_fbo` (analysis `gl_multiview_libs`, ANALYSIS_VERSION 6; own-engine GLES only): `native/glmv` =
`libfpglmv.so` (12 chars = "libGLESv3.so": libdoom3.so's one `.rodata` dlopen string is rewritten in place, its qgl*
table comes from dlsym on that handle; also first DT_NEEDED for its direct gl*/egl* imports). Such draws use a lazily
built single-view twin (view 0, uniforms copied per draw); eglMakeCurrent resets the per-thread cache. Host-tested only
(rewriter on all 19 Doom3Quest shaders + glmv.c against a stand-in GL, `tests/test_gl_multiview_fbo.py`); the host's
Mesa 23.2 llvmpipe has no OVR_multiview. Headset-verified by Xandrix1987 (2026-10-09: HUD/PDA shown, no fps drop) -> in the Doom3Quest catalog recipe.
**BlazeRush (GitHub #57, Klownicle's verified guide, 2026-10-10; FramePort's version headless-tested only):**
`frame.blazerush` (1.0.349 only: exec-segment SHA + every word checked, offsets from PT_LOAD) NOPs the avatar-readiness
wait (0x4b2dbc), RETs the avatar renderer (0x4b2adc), renames `cache/shader_cache` → `cache/br_shader_v1`. GL shim
(now also exports glShaderSource/glLinkProgram/glProgramBinary/glDeleteProgram/glDraw*: pass-through unless a setting
is on) `gl_int_attribs` (integer inputs fed via glVertexAttribPointer re-set with glVertexAttribIPointer per draw,
reflection cached per EGL context + program, dropped on link/binary/delete) and `gl_highp_markers` (vertex shaders with
every '|' marker: mediump→highp except on in/out/uniform lines); host test `tests/test_blazerush.py` with a stand-in
GL. FOV: the game reads VrApi props 7/8 right after vrapi_Initialize (no session; the Frame has no
XR_EPIC_view_configuration_fov) → the bridge saves the live FOV (also located before tracking, headless: 118.87×120.04
on the dev Frame) in `files/framebridge-vrapi-fov.txt` and answers with it at the next start (log `FOV properties: …
(saved by an earlier session)`). `device.config_sync` (catalog field `config_sync`, agent v78): user_config.xml
r_3dwidth/height, r_width/height from the runtime eye size (FrameBridge logs `runtime recommended eye size`) × scale,
written at finalize, set_settings and by launch.sh before Lepton starts (`_config_sync`). Headless runs at scale 1.7
end in `zink: DEVICE LOST` right after the bridge's 30 s no-tracking deadline tears the session down (gpu fault at the
teardown; not at scale 1.0): a headless-only artifact, the headset never hits that deadline. 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
(`<base>/session.log`, ≤4 MB: head + tail + FrameBridge/crash lines between) + that session's logcat-crash.log +
`journalctl -k` GPU lines ("kernel: …"). The GUI's connection refresh (`app._check_sessions` → `pipeline.sessions_due`,
background thread; sessions >7 days old are skipped) runs `pipeline.triage_session` = `validate/session.analyze`
(triage.yaml signatures incl. `space-warp-used` (info, `question:`, never auto-applied), `gpu-hang` (`report: true`)
+ computed `slow-frames` (pacing windows vs the nearest refresh rate) and `focus-dips` (FrameBridge always logs
`focus: lost` / `focus: back after N ms`, session_fixes.c)) → library `last_session` / `last_session_checked` → game
page "Last session" callout (Try this fix / Rebuild with this fix / Yes-No question / Report / Dismiss). Suggestions may
be values (`adapter.scale=0.85`, `triage.split_suggestion`); adapter-only fixes are pushed live (`apply_suggestions_live`
→ agent set_settings, like the Game settings dialog). CLI `frameport session <pkg> [--apply]`. PC VR (Proton) launchers
log no session end, so they aren't triaged yet. pac_hints stays triage-only: a survey of all 68 dump APKs found unpaired
PAC hints in 21 libraries of 18 games (OpenSSL's 38/40 in most UE4 libUE4.so and libEOSSDK.so, UE5 libUnreal.so ~400
vs +2-3, libass, libopencv, …), most of them games that work, so default-on would rewrite many working builds.
**Unresolved (as of 2026-09-28):** Arcsmith (right-eye distortion) and Time Stall (both eyes) — swap, tracking, Valve
layers, depth, pacing ruled out. Sniper Elite VR (DEVICE LOST), Espire 1 (Mesa GL upload crash), HITMAN 3 (freedreno
crash): use PC versions.
@@ -758,6 +917,10 @@ 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`.
@@ -848,5 +1011,7 @@ 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>`.
+94 -103
View File
@@ -7,137 +7,127 @@
![Platforms](https://img.shields.io/badge/platforms-Windows%20%7C%20macOS%20%7C%20Linux-blue)
![Steam Frame](https://img.shields.io/badge/Steam%20Frame-supported-1b2838?logo=steam&logoColor=white)
Install games that target the Meta Quest, Android, or general PCVR onto your **Valve Steam Frame**. FramePort handles everything from uploading game files, setting up your Frame, injecting compatibility patches, and adding shortcuts to your Steam library. FramePort aims to be as simple as possible by taking advantage of the fact that the Steam Frame runs on Linux.
Install Quest games, Android apps, Linux apps and PC VR games on the **Valve Steam Frame**. FramePort sets up the
Frame, patches each game so it runs there, uploads it and adds it to your Steam library with artwork.
[![FramePort: library, one-click install, play, monitor](docs/images/tour-teaser.webp)](docs/media/frameport-tour.mp4)
▶ [Watch the full tour](docs/media/frameport-tour.mp4) · New to FramePort? [Watch the install tutorial](docs/media/frameport-install.mp4)
(about 90 seconds each, MP4; also attached to every release)
(about 90 seconds each)
> **Notice:** FramePort explicitly does NOT download, share, or unlock games. You must provide legally obtained game
> executables. Core features of FramePort simply download and wrap other published tools (see [Built on](#built-on))
> with patches provided by FramePort adding a hardware compatibility layer. This enables users to use games/apps legally
> purchased on sites like [SideQuest](https://sidequestvr.com/).
> **Notice:** FramePort doesn't download, share or unlock games. Use games you got legally, for example from
> [SideQuest](https://sidequestvr.com/). FramePort downloads published open-source tools (see [Built on](#built-on))
> and adds its own patches so games run on the Frame.
>
> Not every game runs on the Frame: recipes are tested by the community, and some games need Meta's services or
> hardware the Frame lacks.
## Features
![Library](docs/images/library.png)
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
[What it changes](docs/FRAME_SETUP.md).
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
[More](#type-on-frame).
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test. Artwork that can't be found automatically can be picked from the stores or replaced with your own images.
- **Per-game recipes:** a tested catalog plus detection rules; every patch explained in plain words.
- **FrameBridge:** FramePort's OpenXR adapter emulates what the Frame natively lacks (passthrough, room, controller models,
curved and 360° layers); game settings as simple switches.
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
tab with drag and drop.
- **Linux apps:** install Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
shortcut; arm64 builds run natively on SteamOS, x86_64 builds through Valve's FEX translator.
- **Install links:** "Install with FrameDrop" buttons on web pages (the one-click protocol of the FrameDrop
sideloader) and pasted links open in FramePort, which asks, downloads, adds and installs the build.
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
view them and download them to your computer.
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
- **Monitor tab:** the running game's frame rate, the Frame's load, temperatures, power and battery live, and its
processes, which you can end. [More](#monitor).
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
- **Easy setup:** one line in the Frame's terminal. No root, no password. [What it changes](docs/FRAME_SETUP.md).
- **One click per game:** patch, upload, add to Steam with artwork and test that it starts.
- **Recipes:** tested patches and settings for 120+ games; other games get suggested patches, each explained in
plain words.
- **Game settings:** sharpness, refresh rate, controllers, 360° video and mixed reality as simple switches.
- **More than Quest games:** Android apps in a window, Linux apps, PC VR games and Windows programs.
- **Install links:** "Install with FramePort" buttons on websites ([frameport.app](https://frameport.app) links) open
in FramePort.
- **Your Frame from your PC:** Type on Frame (your keyboard on the Frame), Files, Screenshots, Live view (what the
headset shows, in your browser) and Monitor (frame rate, temperatures, battery, processes).
- **Updates itself**, and reports problems without personal data.
## Quick start
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) and unzip the build for Windows, macOS
(Apple Silicon) or Linux, then start FramePort.
2. **Connect the Frame** (once):
1. In FramePort click **Steam Frame → Show setup command**. Keep FramePort open; the Frame and your computer must
be on the same Wi-Fi.
2. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual
screen.
3. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
4. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
**Enter**. This will run the following [bash setup script](bootstrap/bootstrap.sh).
5. After a few seconds the desktop closes by itself (Steam restarts once); that's expected. If
Steam asks to install **Lepton**, confirm it. FramePort shows the Frame as connected within a minute. No
password needed.
3. **Add games → Scan a folder** with your game backups (APK + OBB, or PC VR game folders).
4. Open a game → **Install on Frame**, then play it from the Frame's Steam library.
Full guide, firewalls and troubleshooting: [docs/INSTALL.md](docs/INSTALL.md). Questions (e.g. how to lay out games
with OBB files): [docs/FAQ.md](docs/FAQ.md).
## Type on Frame
Typing in VR is painful, so FramePort turns your computer's keyboard into a keyboard for the Frame. Open **Type on
Frame** (its own tab in the sidebar), select a text field in the headset and type: searches, logins, chat, in any
app, in Steam or on the desktop. Paste longer text to type it in one go. Nothing to install: FramePort adds a virtual
keyboard on the Frame while the tab is open, without root.
![Type on Frame](docs/images/type-on-frame.png)
Unity apps whose text fields close the moment you select them on the Frame (no system keyboard there) get a per-game
fix, so Steam's on-screen keyboard and Type on Frame work in them too.
[Details](docs/INSTALL.md#typing-on-the-frame).
## Screenshots
Screenshots you take in the headset show up in FramePort's **Screenshots** tab, grouped by day and matched to the game
you were playing. Open one full size, step through them, and download single shots, a selection or all of them to
your computer.
![Screenshots](docs/images/screenshots.png)
![Screenshot viewer](docs/images/screenshot-viewer.png)
## Live view
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
while the headset sleeps.
## Monitor
The **Monitor** tab shows what the Frame is doing while it's open: the running game with its frame rate against the
display's refresh rate, CPU, graphics chip, memory, the hottest temperature with the fan speed, power draw and battery
time left, each with a 2-minute chart. **Show details** adds every CPU core, all temperature sensors, where the power
goes and the network. Below, the game's processes (or Steam's, or all of them) with their CPU, GPU and memory use:
right-click one to end it, or end the whole game. Programs that Steam, SteamVR or the desktop need are marked and ask
again. The Frame sends the numbers itself (about 1 % of one CPU core) and stops when you leave the tab.
Details for each: [Install and first steps](docs/INSTALL.md).
![Monitor](docs/images/monitor.png)
![Screenshots](docs/images/screenshots.png)
## Quick start
1. [Download](https://github.com/spoopyghosty0/frameport/releases/latest) the build for Windows, macOS (Apple
Silicon) or Linux, unpack it and start FramePort.
2. In FramePort click **Steam Frame → Start setup**. The Frame and your PC must be on the same Wi-Fi (or use a USB
cable).
3. On the Frame open the **SteamVR dashboard → Launch a program → Desktop**, then the app menu → **System →
Konsole**, and run:
```
curl -fsSL https://frameport.app/s | bash
```
4. Click **Allow** in FramePort when it shows the same 4-digit code as the Frame. Steam restarts once; if it asks to
install **Lepton** (Valve's Android runtime), confirm it.
5. **Add games → Scan a folder…** with your games, open one and click **Install on Frame**. Play it from the Frame's
Steam library.
Full guide, firewalls and troubleshooting: [Install and first steps](docs/INSTALL.md). How to lay out game folders:
[FAQ](docs/FAQ.md).
## Compatibility
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
will attempt to guess key patches. If you find a new config that works for an app you are testing, please consider submitting it to the community!
Tested games use their recipe (the patches and settings that work for them) automatically; for other games FramePort
suggests patches. See the [list of tested games](docs/GAMES.md). Got a game working? Share its recipe from the game's
**…** menu: [how](docs/INSTALL.md#share-a-recipe-or-report-a-problem).
**[List of tested games](docs/GAMES.md)**
## Compared with other tools
**Tested something? Share it.** In FramePort open the game → **…** → **Share working recipe…** (it fills in the
recipe for you) or **Report a problem…** (attaches a diagnostics zip with personal data removed). Without the app:
[share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) · [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml). Shared configs become built-in recipes for everyone.
FrameDrop and Valve's own tools install an app as it is. FramePort differs in four ways:
- **Free and open source** (GPL-3.0). FrameDrop is free (donationware) without published source.
- **Quest games that don't run on the Frame as they are** get converted and patched, with a tested recipe for 120+
games. The others install the game unchanged.
- **Windows, macOS and Linux.** FrameDrop is for Windows.
- **Wi-Fi or a USB cable**, and no **Pair new host** step.
<details>
<summary>All differences</summary>
| | **FramePort** | **FrameDrop** | **By hand with Valve's tools** |
|---|---|---|---|
| Cost and source code | Free, open source (GPL-3.0) | Free (donationware), source not published | Free, from Valve |
| Runs on | Windows, macOS, Linux | Windows | Depends on the tool |
| First connection | One line in the Frame's terminal; it turns on Developer Mode itself. No password | Turn on Developer Mode, then **Pair new host** | Turn on Developer Mode and pair, or use Android's debug tool (adb) |
| Wireless or cable | Wi-Fi, the Frame's hotspot or a USB cable | Same Wi-Fi network | Wi-Fi, or adb |
| Quest games that don't run as they are | Converted and patched for the Frame | Installed as they are | Installed as they are |
| Knows which patches a game needs | Tested recipes for 120+ games, updated without an app update | Not stated | No |
| In the Steam library | Yes, with artwork and tags | As a "Devkit Game" shortcut | As "Devkit Game: &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 |
| "Install with …" buttons on websites | Yes ([frameport.app](https://frameport.app) links) | Its own | No |
| A game doesn't start | A launch test reads the logs and suggests a patch | A log viewer | No help |
| Use the Frame from your PC | Live view, Monitor, Files, Screenshots, Type on Frame | Not stated | No |
</details>
Other tools as described on their own pages, checked 2026-10-09:
[FrameDrop about](https://framedropvr.com/about) · [how-to](https://framedropvr.com/how-to) ·
[Valve: loading games on Steam Frame](https://partner.steamgames.com/doc/steamhardware/steamframe/loadgames).
Out of date? [Report a problem](https://github.com/spoopyghosty0/frameport/issues/new).
## Built on
Most of the work is done by these projects:
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
[ovrport/app](https://github.com/ovrport/app)) · Valve Lepton, Proton and SteamVR ·
[Revive](https://github.com/LibreVR/Revive) · Mesa (Zink) · [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK)
· Eclipse Temurin, Android apksigner and NDK · [Flet](https://flet.dev) · OculusDB and Steam store data.
What FramePort adds itself: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
What FramePort adds: [Architecture](docs/ARCHITECTURE.md).
## Documentation
| | |
|---|---|
| [INSTALL.md](docs/INSTALL.md) | Install, connect, update, PC VR, files, problem reports |
| [FRAME_SETUP.md](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
| [COMPATIBILITY.md](docs/COMPATIBILITY.md) | What runs and how well |
| [GAMES.md](docs/GAMES.md) | Tested games and how well they run |
| [PLAYBOOK.md](docs/PLAYBOOK.md) | Symptoms and fixes per game |
| [FRAME_RUNTIME.md](docs/FRAME_RUNTIME.md) | Steam Frame runtime facts |
| [ARCHITECTURE.md](docs/ARCHITECTURE.md) | How the code is organised |
| [CONTRIBUTING.md](CONTRIBUTING.md) | Code, recipes, translations |
| [Install and first steps](docs/INSTALL.md) | Install, connect, update, PC VR games, files, problem reports |
| [What the setup changes](docs/FRAME_SETUP.md) | What setup changes on the Frame, networks and firewalls, undoing it |
| [Compatibility](docs/COMPATIBILITY.md) | What runs and how well |
| [Tested games](docs/GAMES.md) | Tested games and how well they run |
| [FAQ](docs/FAQ.md) | Game folders and common questions |
| [Porting playbook](docs/PLAYBOOK.md) | Symptoms and fixes per game |
| [Steam Frame runtime reference](docs/FRAME_RUNTIME.md) | Facts about the Frame's runtime |
| [Architecture](docs/ARCHITECTURE.md) | How the code is organized |
| [Contributing](CONTRIBUTING.md) | Code, recipes, translations |
## Development
@@ -148,8 +138,9 @@ uv run frameport --help # command line
uv run pytest # tests
```
## AI Usage Notice
While I would like to program everything manually, I no longer have much free time for personal projects. As a result I make use of AI tools to make it significantly quicker to debug compatibility issues.
## AI usage
I don't have much free time for this project, so I use AI tools to debug compatibility problems faster.
## License
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| Android NDK runtime (statically linked libc++) | native Android libraries | Apache-2.0 with LLVM exception, plus legacy notices (`native/vrapi-bridge/licenses/ANDROID-NDK.txt`) |
| Flet and Flutter (desktop app runtime) | release bundles | Apache-2.0 / BSD-3-Clause |
| flet-dropzone / desktop_drop (drag-and-drop) | release bundles | Apache-2.0 / MIT |
| FFmpeg 7.1.1 hardware HEVC wrapper (LGPL configuration, without GPL/nonfree components) | `artifacts/hevc/libstagefrighthw.so`; source/rebuild instructions in `native/hevc/build.py` and `native/hevc/README.md` | LGPL-2.1-or-later (`artifacts/hevc/COPYING.FFmpeg`); unmodified source: https://ffmpeg.org/releases/ffmpeg-7.1.1.tar.xz |
| AOSP Android 11 native media/utility headers | `native/hevc/platform/` | Apache-2.0; copyright/license notices retained in the headers |
| Python packages (paramiko, zeroconf, psutil, pyelftools, capstone, UnityPy, PyYAML, requests, typer, pyaxmlparser, Pillow, cryptography, …) | release bundles | their own licenses (see each package's metadata) |
FramePort's own native code (the FrameBridge adapter, GL/Vulkan/OpenXR shims, the Windows helpers) is GPL-3.0-only.
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That's all there is to it!
Binary file not shown.
+19
View File
@@ -0,0 +1,19 @@
{
"revision": 8,
"runtime_sha256": "456e912c75cd389abcf6a63bc80e2a53bdc334371d00b200c93680388ae955e2",
"files": {
"libstagefrighthw.so": "141de01f0d40b97d4f9a720db5ab8ea442f6aa35db5272048899292884994a1c",
"podman.py": "529ea35d5d82474afe9e09ad1216d269317f56dd24a05fb100fced52b7b4dbca",
"media_codecs_frameport.xml": "46c3dcad2c43cc30bea3b3680b362ed84a99c15d60714bbbbb422c80ecf90405",
"COPYING.FFmpeg": "b634ab5640e258563c536e658cad87080553df6f34f62269a21d554844e58bfe"
},
"codecs": [
"video/hevc",
"video/avc",
"video/x-vnd.on2.vp9"
],
"build": {
"ndk_revision": "27.2.12479018",
"ffmpeg_source_sha256": "733984395e0dbbe5c046abda2dc49a5544e7e0e1e2366bba849222ae9e3a03b1"
}
}
+32
View File
@@ -0,0 +1,32 @@
<?xml version="1.0" encoding="utf-8"?>
<MediaCodecs>
<Decoders>
<MediaCodec name="OMX.frameport.hevc.decoder" type="video/hevc" rank="64">
<Limit name="size" min="128x128" max="8192x8192" />
<Limit name="alignment" value="2x2" />
<Limit name="block-size" value="16x16" />
<Limit name="block-count" range="1-138240" />
<Limit name="blocks-per-second" range="1-7864320" />
<Limit name="bitrate" range="1-245000000" />
<Limit name="concurrent-instances" max="1" />
</MediaCodec>
<MediaCodec name="OMX.frameport.avc.decoder" type="video/avc" rank="64">
<Limit name="size" min="128x128" max="8192x8192" />
<Limit name="alignment" value="2x2" />
<Limit name="block-size" value="16x16" />
<Limit name="block-count" range="1-138240" />
<Limit name="blocks-per-second" range="1-7864320" />
<Limit name="bitrate" range="1-245000000" />
<Limit name="concurrent-instances" max="1" />
</MediaCodec>
<MediaCodec name="OMX.frameport.vp9.decoder" type="video/x-vnd.on2.vp9" rank="64">
<Limit name="size" min="128x128" max="4096x2304" />
<Limit name="alignment" value="2x2" />
<Limit name="block-size" value="16x16" />
<Limit name="block-count" range="1-36864" />
<Limit name="blocks-per-second" range="1-2211840" />
<Limit name="bitrate" range="1-245000000" />
<Limit name="concurrent-instances" max="1" />
</MediaCodec>
</Decoders>
</MediaCodecs>
+146
View File
@@ -0,0 +1,146 @@
#!/usr/bin/python3
"""Add shared codecs to Lepton containers without editing their shared rootfs."""
import hashlib
import json
import os
import re
import shutil
import sys
from pathlib import Path
from xml.etree import ElementTree as ET
def mounts(directory, config, args):
if not args or args[0] != "run":
return []
name = None
for i, arg in enumerate(args):
if arg == "--name" and i + 1 < len(args):
name = args[i + 1]
elif arg.startswith("--name="):
name = arg.partition("=")[2]
if config.get("scope") == "shared":
# The common launcher supplies these values. Do not intercept arbitrary
# Podman containers or depend on a game's package/modified APK.
appid = os.environ.get("SteamAppId", "")
if not re.fullmatch(r"[0-9]+", appid) or name != f"lepton-steamlaunch-{appid}":
return []
app = Path(os.environ.get("STEAM_COMPAT_INSTALL_PATH", ""))
if app.name != "lepton-app" or not app.is_dir():
return []
root_arg = None
for i, arg in enumerate(args):
if arg == "--rootfs" and i + 1 < len(args):
root_arg = args[i + 1]
elif arg.startswith("--rootfs="):
root_arg = arg.partition("=")[2]
if not root_arg or not root_arg.endswith(":O"):
return []
root = Path(root_arg[:-2]).resolve()
else: # old per-game deployments remain compatible during migration
if name != f"lepton-steamlaunch-{config['appid']}":
return []
root = Path(config["lepton"]).resolve().parent / "images" / "rootfs"
expected_root = str(root) + ":O"
if not any(arg in (expected_root, "--rootfs=" + expected_root) for arg in args):
return []
device = Path("/dev/video-dec0")
runtime = root / "vendor/lib64/libstagefright_softomx.so"
upstream_plugin = (root / "vendor/lib64/libstagefrighthw.so").exists()
for i, arg in enumerate(args):
if arg == "--mount" and i + 1 < len(args):
fields = dict(item.split("=", 1) for item in args[i + 1].split(",") if "=" in item)
target = fields.get("destination", fields.get("target"))
if target == "/vendor/lib64/libstagefrighthw.so":
upstream_plugin = True
if target == "/vendor/lib64/libstagefright_softomx.so" and fields.get("source"):
runtime = Path(fields["source"])
if upstream_plugin:
print("FramePort video: using the runtime's hardware codec plugin", file=sys.stderr)
return []
if not device.exists() or hashlib.sha256(runtime.read_bytes()).hexdigest() != config["runtime_sha256"]:
print("FramePort video: device or runtime ABI differs; retaining the stock codecs", file=sys.stderr)
return []
xml = ET.parse(root / "vendor/etc/media_codecs.xml")
if not any(node.get("href") == "media_codecs_frameport.xml" for node in xml.getroot().findall("Include")):
ET.SubElement(xml.getroot(), "Include", href="media_codecs_frameport.xml")
# Immutable plugin versions can serve simultaneous app launches and
# different Lepton installations. Never share a temporary XML filename.
# The version directory stays as the agent verified it: the merged list goes to the user's runtime dir.
root_key = hashlib.sha256(str(root).encode()).hexdigest()[:16]
merged = merged_dir() / f"media_codecs.{root_key}.xml"
temporary = merged.with_suffix(f".{os.getpid()}.tmp")
xml.write(temporary, encoding="utf-8", xml_declaration=True)
temporary.replace(merged)
# Lepton supplies its own /dev tmpfs. A Podman --device node disappears
# beneath it; a bind mount matches Lepton's existing GPU/sound device setup.
result = ["--mount", f"type=bind,source={device},destination=/dev/video-dec0,rw"]
for path, target in (
(directory / "libstagefrighthw.so", "/vendor/lib64/libstagefrighthw.so"),
(merged, "/vendor/etc/media_codecs.xml"),
(directory / "media_codecs_frameport.xml", "/vendor/etc/media_codecs_frameport.xml"),
):
if not path.is_file():
raise FileNotFoundError(f"missing video codec mount: {path}")
result += ["--mount", f"type=bind,source={path},destination={target},ro"]
print("FramePort video: loading the Iris hardware codec plugin for this container", file=sys.stderr)
return result
def merged_dir():
runtime = os.environ.get("XDG_RUNTIME_DIR", "")
base = Path(runtime) if runtime and Path(runtime).is_dir() else Path.home() / ".cache"
path = base / "frameport-video"
path.mkdir(mode=0o700, parents=True, exist_ok=True)
return path
def switched_off(directory):
"""FRAMEPORT_NO_HW_VIDEO=1 (e.g. in a game's Steam launch options) or the Frame-wide switch (FramePort's
setting; the agent writes video-codec/disabled) leave every container with Android's stock codecs."""
if os.environ.get("FRAMEPORT_NO_HW_VIDEO", "") not in ("", "0"):
return True
return directory.parent.name == "versions" and (directory.parent.parent / "disabled").exists()
def real_podman(directory):
"""Find Podman independently of deployment.json, without recursing into this wrapper."""
own_bin = (directory / "bin").resolve()
own_script = Path(__file__).resolve()
# Lepton runs its `podman exec` calls (boot wait, app pid, logcat mirror) with the Android guest's PATH
# (/product/bin:/system/bin:...), which has no host Podman: the system folders come after PATH. Failing there
# broke Lepton's logcat mirror and app-pid checks, and the container was stopped early.
entries = os.environ.get("PATH", os.defpath).split(os.pathsep) + ["/usr/local/bin", "/usr/bin", "/bin"]
for entry in entries:
folder = Path(entry or os.curdir).resolve()
if folder == own_bin:
continue
found = shutil.which("podman", path=str(folder))
if found:
executable = Path(found).resolve()
if executable.parent != own_bin and executable != own_script:
return str(executable)
raise RuntimeError("no real Podman executable found outside the codec wrapper directory")
def main():
directory = Path(__file__).resolve().parent.parent
args = sys.argv[1:]
fallback = real_podman(directory)
if switched_off(directory):
os.execv(fallback, [fallback, *args])
try:
config = json.loads((directory / "deployment.json").read_text())
podman = Path(config.get("podman", fallback)).resolve()
if podman.parent == (directory / "bin").resolve() or podman == Path(__file__).resolve():
raise ValueError("configured Podman points to the codec wrapper")
extra = mounts(directory, config, args)
launch_args = [args[0], *extra, *args[1:]] if extra else args
os.execv(str(podman), [str(podman), *launch_args])
except Exception as exc: # a codec/configuration failure must never prevent the stock container from starting
print(f"FramePort video: retaining stock codecs: {exc}", file=sys.stderr)
os.execv(fallback, [fallback, *args])
if __name__ == "__main__":
main()
+7 -8
View File
@@ -30,13 +30,13 @@ user_systemd() {
say "FramePort setup for $(hostname) ($(. /etc/os-release; echo "$NAME $VERSION_ID"))"
say "Authorizing the FramePort app's key"
say "Letting FramePort log in"
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
[[ "$key" == ssh-ed25519\ * ]] || { echo "Could not fetch the app's key from $PC_URL (is the app still open?)"; exit 1; }
[[ "$key" == ssh-ed25519\ * ]] || { echo "Couldn't reach FramePort at $PC_URL. Is it still open?"; exit 1; }
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
say "Configuring podman for Lepton"
say "Setting up Lepton's containers"
# rootless podman leaks one kernel keyring per container start; ~200 game launches would exhaust the quota
mkdir -p ~/.config/containers
grep -qs '^ *keyring *=' ~/.config/containers/containers.conf || printf '[containers]\nkeyring = false\n' >> ~/.config/containers/containers.conf
@@ -117,7 +117,7 @@ JOB
if [[ -f /etc/steamos-devkit-enabled ]]; then
say "Developer Mode is on"
bash "$JOB" finish "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER" 2>&1 | tee "$LOG"
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
say "Done. FramePort on your PC shows this Frame as connected."
exit 0
fi
@@ -126,9 +126,8 @@ if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
! user_systemd systemd-run --user --collect --quiet --unit="frameport-setup-$$" \
bash -c 'bash "$0" "$@" >"$HOME/.cache/frameport-setup.log" 2>&1' \
"$JOB" devmode "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER"; then
echo "Couldn't turn it on automatically. Turn it on in Settings > System > Developer, then run this command again."
echo "Couldn't turn it on. Turn it on in Settings → System → Enable Developer Mode, then run this again."
exit 1
fi
echo "Steam restarts to turn it on. That closes the desktop in a few seconds and the Frame returns to its"
echo "normal view; setup finishes on its own. If Steam asks to install Lepton, confirm it."
echo "Then return to FramePort on your PC: the Frame appears as connected within a minute."
echo "Steam restarts and the desktop closes. Confirm Lepton if asked."
echo "Then check FramePort on your PC."
+234
View File
@@ -0,0 +1,234 @@
#!/usr/bin/env bash
# FramePort setup from the project page: the same for every Frame and every PC, nothing to copy from the PC. Run in
# the Frame's desktop terminal (SteamVR dashboard -> Launch a program -> Desktop, then System -> Konsole):
# curl -fsSL https://frameport.app/s | bash
# with FramePort open on your PC at Steam Frame -> Connect. Options: --pc <address[:port]> (skip the search).
#
# What it does:
# 1. finds FramePort on your network (it announces itself over mDNS while that page is open; else the USB cable's
# address and a quick scan of this network)
# 2. asks it to set up this Frame: FramePort shows the same 4 digits as this terminal, you click Allow there
# 3. runs FramePort's setup script from your PC, the one the typed line `curl -fsS <pc>/<code> | bash` runs (it
# authorizes the app's key, configures podman, turns on Developer Mode, asks for Lepton)
# Nothing changes on the Frame before you allow it on the PC.
set -euo pipefail
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
PORTS="8765 8766 8767"
USB_PC=10.86.200.234 # the PC's fixed address on the Frame's USB cable network (Developer Mode only)
PC=""
while [[ $# -gt 0 ]]; do
case $1 in
--pc) PC=${2:-}; shift 2 ;;
--pc=*) PC=${1#--pc=}; shift ;;
-h|--help) sed -n '2,13p' "$0" 2>/dev/null || true; exit 0 ;;
*) shift ;;
esac
done
for tool in curl python3; do
command -v "$tool" >/dev/null || { echo "This needs $tool, which SteamOS normally has. Run the setup command FramePort shows instead."; exit 1; }
done
# FramePort PCs, one per line: name<TAB>address:port<TAB>words. Stdlib Python: avahi isn't always answering on the
# Frame, and its firewall only lets mDNS in on port 5353, so this listens there in the group, like avahi does.
find_pcs() {
python3 - "$PORTS" "$USB_PC" <<'PY'
import json, socket, struct, sys, time, urllib.request
from concurrent.futures import ThreadPoolExecutor
PORTS = [int(p) for p in sys.argv[1].split()]
USB_PC = sys.argv[2]
SERVICE = "_frameport-pair._tcp.local"
def qname(name):
return b"".join(bytes([len(p)]) + p.encode() for p in name.split(".")) + b"\0"
def read_name(d, off):
labels, jumped, end = [], False, off
while True:
n = d[off]
if n == 0:
off += 1
break
if n & 0xC0 == 0xC0:
ptr = struct.unpack("!H", d[off:off + 2])[0] & 0x3FFF
if not jumped:
end = off + 2
jumped, off = True, ptr
continue
labels.append(d[off + 1:off + 1 + n].decode(errors="replace"))
off += 1 + n
return ".".join(labels), (end if jumped else off)
def mdns(seconds=3.0):
found, srv, txt, addr = {}, {}, {}, {}
try:
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM, socket.IPPROTO_UDP)
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
if hasattr(socket, "SO_REUSEPORT"):
try:
s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEPORT, 1)
except OSError:
pass
s.bind(("", 5353))
s.setsockopt(socket.IPPROTO_IP, socket.IP_ADD_MEMBERSHIP, socket.inet_aton("224.0.0.251") + socket.inet_aton("0.0.0.0"))
query = struct.pack("!6H", 0, 0, 1, 0, 0, 0) + qname(SERVICE) + struct.pack("!HH", 12, 1)
s.sendto(query, ("224.0.0.251", 5353))
except OSError:
return []
end, again = time.time() + seconds, True
while time.time() < end:
if again and time.time() > end - seconds / 2:
s.sendto(query, ("224.0.0.251", 5353))
again = False
s.settimeout(max(0.05, min(0.5, end - time.time())))
try:
d, src = s.recvfrom(9000)
except socket.timeout:
continue
try:
_, _, qd, an, ns, ar = struct.unpack("!6H", d[:12])
off = 12
for _ in range(qd):
_, off = read_name(d, off)
off += 4
for _ in range(an + ns + ar):
name, off = read_name(d, off)
rtype, _, _, rdlen = struct.unpack("!HHIH", d[off:off + 10])
off += 10
if rtype == 12 and name.lower() == SERVICE:
found.setdefault(read_name(d, off)[0], src[0])
elif rtype == 33:
srv[name] = (read_name(d, off + 6)[0], struct.unpack("!H", d[off + 4:off + 6])[0])
elif rtype == 16:
items, p = {}, off
while p < off + rdlen:
n = d[p]
k, _, v = d[p + 1:p + 1 + n].decode(errors="replace").partition("=")
items[k] = v
p += 1 + n
txt[name] = items
elif rtype == 1 and rdlen == 4:
addr[name] = socket.inet_ntoa(d[off:off + 4])
off += rdlen
except (IndexError, struct.error, UnicodeError):
continue
out = []
for inst, src in found.items():
target, port = srv.get(inst, ("", PORTS[0]))
props = txt.get(inst, {})
out.append((props.get("pc") or inst.split(".")[0], f"{addr.get(target) or src}:{port}", props.get("words", "")))
return out
def ping(host_port):
try:
with urllib.request.urlopen(f"http://{host_port}/ping", timeout=1.5) as r:
info = json.load(r)
return (info.get("pc", host_port), host_port, info.get("words", ""))
except Exception:
return None
def scan():
"""This network's /24 (and the USB cable's PC address) for a FramePort setup port."""
hosts = [f"{USB_PC}:{p}" for p in PORTS]
try:
out = __import__("subprocess").run(["ip", "-4", "-o", "addr"], capture_output=True, text=True).stdout
except OSError:
out = ""
for line in out.splitlines():
parts = line.split()
if len(parts) > 3 and parts[1] not in ("lo",) and "/" in parts[3]:
mine = parts[3].split("/")[0]
base = mine.rsplit(".", 1)[0]
hosts += [f"{base}.{i}:{p}" for i in range(1, 255) if f"{base}.{i}" != mine for p in PORTS[:1]]
def open_port(hp):
h, p = hp.rsplit(":", 1)
try:
with socket.create_connection((h, int(p)), timeout=0.4):
return hp
except OSError:
return None
with ThreadPoolExecutor(64) as ex:
live = [hp for hp in ex.map(open_port, hosts) if hp]
return [r for r in map(ping, live) if r]
pcs = mdns()
if not pcs:
pcs = scan()
seen = set()
for name, hp, words in pcs:
key = (name, words) if words else hp # one PC on several links (home Wi-Fi and the Frame's hotspot): once
if key not in seen:
seen.add(key)
print(f"{name}\t{hp}\t{words}")
PY
}
say "FramePort setup for $(hostname)"
if [[ -n "$PC" ]]; then
[[ "$PC" == *:* ]] || PC="$PC:${PORTS%% *}"
WORDS=""
else
echo "Looking for FramePort on your network (in FramePort on your PC: Steam Frame → Start setup)..."
mapfile -t pcs < <(find_pcs)
if [[ ${#pcs[@]} -eq 0 ]]; then
echo
echo "FramePort wasn't found. Check that:"
echo " - FramePort is open on your PC, at Steam Frame → Start setup"
echo " - the Frame and the PC are on the same Wi-Fi (or connected with a USB cable)"
echo "Or run the setup command FramePort shows there (Use the setup command)."
exit 1
fi
pick=0
if [[ ${#pcs[@]} -gt 1 ]]; then
echo "More than one FramePort is open on this network:"
for i in "${!pcs[@]}"; do
IFS=$'\t' read -r name hp words <<<"${pcs[$i]}"
echo " $((i + 1))) $name ($hp) $words"
done
# stdin is this script itself (curl | bash): ask on the terminal; without one, take the first
if { exec 3</dev/tty; } 2>/dev/null; then
read -r -u 3 -p "Which one? [1-${#pcs[@]}] " n
exec 3<&-
[[ "$n" =~ ^[0-9]+$ && $n -ge 1 && $n -le ${#pcs[@]} ]] || { echo "No such number."; exit 1; }
pick=$((n - 1))
else
echo "No terminal to ask in: using the first. (Choose with --pc <address:port>.)"
fi
fi
IFS=$'\t' read -r name PC WORDS <<<"${pcs[$pick]}"
echo "Found FramePort on $name ($PC)${WORDS:+, PC words: $WORDS}"
fi
nonce=$(python3 -c 'import secrets; print(secrets.token_hex(12))')
digits=$(python3 -c 'import hashlib, sys; print(f"{int(hashlib.sha256(sys.argv[1].encode()).hexdigest()[:8], 16) % 10000:04d}")' "$nonce")
tmp=$(mktemp)
trap 'rm -f "$tmp"' EXIT
status=$(curl -sS -o "$tmp" -w '%{http_code}' -G --data-urlencode "host=$(hostname)" --data-urlencode "nonce=$nonce" \
"http://$PC/hello") || true
case $status in
200) reply=$(cat "$tmp") ;;
429) echo "FramePort at $PC already has several setup requests waiting. Allow or deny them there (requests from"
echo "setups that ended go away by themselves within a few minutes), then run this again."; exit 1 ;;
000|"") echo "FramePort at $PC didn't answer. Is it still open at Steam Frame → Start setup?"; exit 1 ;;
*) echo "FramePort at $PC refused the request (HTTP $status). Run this again, or run the setup command FramePort shows."
exit 1 ;;
esac
id=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1])["id"])' "$reply")
WORDS=$(python3 -c 'import json, sys; print(json.loads(sys.argv[1]).get("words", ""))' "$reply")
say "FramePort on your PC asks to set up this Frame"
printf ' Click Allow there if it shows \033[1;33m%s\033[0m (PC: %s)\n' "$digits" "${WORDS:-?}"
code=""
for _ in $(seq 12); do # up to about 20 minutes
status=$(curl -sS -o "$tmp" -w '%{http_code}' -m 115 "http://$PC/wait?id=$id" || echo 000)
case $status in
200) code=$(python3 -c 'import json, sys; print(json.load(open(sys.argv[1]))["code"])' "$tmp"); break ;;
202) continue ;;
403) echo "Not allowed on the PC. Nothing was changed on this Frame."; exit 1 ;;
*) echo "Lost FramePort at $PC (HTTP $status). Run this again, or run the setup command FramePort shows."; exit 1 ;;
esac
done
[[ -n "$code" ]] || { echo "Not allowed in time. Run this again when you're at your PC."; exit 1; }
say "Allowed. Running the setup from $PC"
curl -fsS "http://$PC/$code" | bash
@@ -6,10 +6,14 @@ notes: 'Native OpenXR GLES video player. 360 theatres/videos (equirect2 layers,
at 72 fps (the runtime asks for 4536 px per eye). Confirmed in the headset by the owner (2026-10-01). Its "Internal
Storage" list is /sdcard/4XPlayer: send videos with the game page''s "Add videos".'
details: 'Settings: equirect_emul (GLES worker draws 360 layers into a projection layer), stable_local, focus_hold,
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains.'
scale 0.75; frame.swapchain_limit for its 7680x3840 theatre swapchains. Its hardware decoding mode (Java MediaCodec,
Vr4pMediaPlayer; its own FFmpeg is the software path) gets the Frame''s video hardware with frame.hw_video_decode
(added 2026-10-09, not yet checked in the headset).'
tested_version: 2.0.22
engine: Other
xr: OpenXR
frame:
- frame.hw_video_decode
adapter:
equirect_emul: 1
stable_local: 1
@@ -17,4 +21,6 @@ adapter:
scale: 0.75
verified:
date: '2026-10-01'
updated: '2026-10-10'
min_app: 0.12.1
source_hint: 4XVR Video Player
+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
@@ -0,0 +1,23 @@
package: com.CortopiaStudios.DTRH
title: Down the Rabbit Hole
status: works
tested_version: 01.04.434
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: ce9e02e9b8fc64dc37bec2bd869d2ed1c4a99f28adffd6b5ec38c87b3cb639f7
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 145
source_hint: '8430807483680247'
@@ -0,0 +1,24 @@
package: com.CyberneticWalrus.DoesitStackMeta
title: Does it Stack?
status: issues
notes: Mixed reality mode does not work (works on Demeo), everything else seems to be OK
tested_version: 1.02 (3683)
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
refresh_rate: 90.0
verified:
date: '2026-10-09'
known_good_sha256: e9fce6ac812f1bb317a7a6959be89c5ff54e87f56af9ad4c42dff5fecad4efe8
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 112
source_hint: Does It Stack
+20
View File
@@ -0,0 +1,20 @@
package: com.ForwardXP.nuke
title: Please Don't Touch Anything
status: works
notes: Seems functional
tested_version: '2.2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
verified:
date: '2026-10-08'
known_good_sha256: 17460c8691b9ff82f6c7ca5597afd0aacf1a94aa30ebb6a6108802991b60f51b
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 106
source_hint: apks
@@ -0,0 +1,21 @@
package: com.FunktronicLabs.TheLightBrigade
title: The Light Brigade
status: issues
notes: Judder in weapons
tested_version: '746'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-09'
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 114
source_hint: The Light Brigade
+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
@@ -1,20 +1,36 @@
package: com.ILMxLAB.VaderImmortal.ep1
title: 'Vader Immortal: Episode I'
status: issues
notes: Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar).
details: Unreal Engine 4 (GLES). After the Lucasfilm intro the game shows its loading card and never loads the next
scene; it keeps rendering at 72 fps and ignores input. Ruled out so far - Meta platform requests (all answered),
video playback (the intro is a video and plays), the no-ForceQuit build, frame and swapchain handling. The Frame's
SteamVR runtime also leaks about 20 MB of memory a second while the game runs, which slows it down after a few
minutes. Next steps - find what the loading code waits for in the game's engine library (no symbols) and report
the runtime leak to Valve. GitHub issue 49.
status: works
notes: 'Plays (owner''s headset test): loading card, grip/trigger, hands and the lightspeed sequence fixed. Thumbs
follow the touches with frame.unreal_thumb_touch (Klownicle''s engine fix).'
details: Unreal Engine 4 (GLES). Found and verified in gameplay on a Frame by Klownicle (GitHub issue 49); FramePort
reimplements them as patches that match the game's code exactly and change nothing when it differs. The engine's
Quest checks (IsRunningOnSantaCruz) answer "not a Quest" on the Frame - the menu waited for a Quest-only shader
precompile that never starts (frame.unreal_quest_precompile makes the non-Quest branch report 100 %), and the
game's key map picked the empty Gear VR controls (frame.unreal_quest_keymap keeps the Quest set). Two lightspeed
shaders, as the Frame's GL driver (Zink) compiles them, read loop counters and accumulators before setting them
and hang the GPU; a Vulkan layer under Zink inserts the stores that zero them (frame.zink_shader_fix, zink_shader_fix;
the captured modules are from Lepton 2.8.14 and stop matching if a Frame update changes the driver's output -
the layer logs that). OVRPlugin asks for poses at its own clock (pose_time_fix). Unreal's Oculus input animates the
thumbs from near-touch, which the Frame never reports (frame.unreal_thumb_touch reads the touches instead; binding
the proximity to the touch inputs in FrameBridge didn't reach the game). The Frame's SteamVR runtime
leaks about 20 MB a second while the game runs (reported to Valve).
tested_version: 1.1.1+667256.cl.387770
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_quest_precompile
- frame.unreal_quest_keymap
- frame.unreal_thumb_touch
- frame.zink_shader_fix
adapter:
pose_time_fix: 1
zink_shader_fix: 12016:b2919629761ad268e0b21c72ac8520f81b76e72c3adc26897f97eae9a3e70a66:3092:0x0003003e,166,82,0x0003003e,177,82,0x0003003e,183,82,0x0003003e,189,82,0x0003003e,256,82,0x0003003e,266,82,0x0003003e,272,82,0x0003003e,278,82,0x0003003e,318,82,0x0003003e,328,82,0x0003003e,334,82,0x0003003e,340,82;11436:6f18be49f2aaa2452f962eb16f7af744c5c22a7b25f37ce681e0d6399e35a869:2932:0x0003003e,164,80,0x0003003e,175,80,0x0003003e,181,80,0x0003003e,187,80,0x0003003e,254,80,0x0003003e,264,80,0x0003003e,270,80,0x0003003e,276,80,0x0003003e,316,80,0x0003003e,326,80,0x0003003e,332,80,0x0003003e,338,80
verified:
date: '2026-10-06'
date: '2026-10-09'
issue: 49
updated: '2026-10-06'
updated: '2026-10-09'
min_app: 0.12.1
source_hint: Vader Immortal- Episode I
@@ -0,0 +1,24 @@
package: com.ILMxLAB.VaderImmortal.ep2
title: 'Vader Immortal: Episode II'
status: works
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
code too.
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
intro once stayed black with its dialogue playing; it rendered on the next run.'
tested_version: 2.0.3+667261.cl.387778
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_quest_precompile
- frame.unreal_quest_keymap
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
verified:
date: '2026-10-09'
min_app: 0.12.1
source_hint: Vader Immortal- Episode II
@@ -0,0 +1,24 @@
package: com.ILMxLAB.VaderImmortal.ep3
title: 'Vader Immortal: Episode III'
status: works
notes: Plays (owner's headset test, 2026-10-09) with Episode I's fixes, which FramePort finds in this episode's
code too.
details: 'Unreal Engine 4 (GLES), the same engine build as Episode I: the Quest-only shader precompile and key map
(frame.unreal_quest_precompile, frame.unreal_quest_keymap), thumbs from the capacitive touches (frame.unreal_thumb_touch)
and poses at OVRPlugin''s clock (pose_time_fix). Episode I''s lightspeed shader fix doesn''t apply. The campaign
intro starts on a black screen with only dialogue: that is the game, not a bug.'
tested_version: 3.0.3+667263.cl.387932
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_quest_precompile
- frame.unreal_quest_keymap
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
verified:
date: '2026-10-09'
min_app: 0.12.1
source_hint: Vader Immortal- Episode III
@@ -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 +1,24 @@
package: com.MightyCoconut.WalkaboutMiniGolf
title: Walkabout Mini Golf
status: works
tested_version: '6.7'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
scale: 1.5
verified:
date: '2026-10-08'
known_good_sha256: cf3b5cbe131af8a2baaa3f5c665b1c7001c8b299473abfcf98d90e3c02b08a2f
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 111
source_hint: Walkabout Mini Golf
@@ -0,0 +1,22 @@
package: com.PeanutButton.Retropolis
title: Retropolis
status: works
tested_version: '0.87'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 4656b980fccd812d8edac15805dcd86c2f44029abdab98c3187699d1fc878f88
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 153
source_hint: com.PeanutButton.Retropolis
+12 -9
View File
@@ -1,12 +1,14 @@
package: com.PixelToys.BattleSisters
title: BattleSisters
status: works
notes: Starts in VR; controller buttons and vibration work.
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app check),
adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's Oculus
input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons were
dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its duration
in nanoseconds as seconds and the game ran out of memory).
notes: Plays; controller buttons and vibration work, hands follow the controllers (pose_time_fix).
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app
check), adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's
Oculus input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons
were dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its
duration in nanoseconds as seconds and the game ran out of memory). With pose_time_fix the hands follow the controllers
- OVRPlugin asked for hand poses at Android's monotonic "now", which on SteamOS 0.4.5 is 2.56 s behind the runtime's
XrTime, so the hands lagged far behind.
tested_version: 1.2.4
engine: Unity
xr: VrApi
@@ -18,9 +20,10 @@ frame:
- frame.unity_gl_shim
adapter:
haptic_fix: 1
pose_time_fix: 1
verified:
date: '2026-10-06'
date: '2026-10-08'
issue: 48
updated: '2026-10-06'
min_app: 0.11.1
updated: '2026-10-08'
min_app: 0.12.1
source_hint: Battle Sister
+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 +1,22 @@
package: com.ScytheDevTeam.ContainmentProtocol
title: Deep Cuts
status: works
tested_version: 1.1.3271
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: d8d4bfb0954059c5ed1bcaa0edfb8b18f154ff710049f4808c42cfd8d88ee5a2
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 144
source_hint: com.ScytheDevTeam.ContainmentProtocol
@@ -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
+22
View File
@@ -0,0 +1,22 @@
package: com.ToastVR.Matilda
title: Max Mustard
status: works
tested_version: 1.1.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: 9a67459fa36c3b9ac0d035e6c43b1809b39772699333e8cfd7d2a4d7f17926a7
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 110
updated: '2026-10-09'
source_hint: com.ToastVR.Matilda
+22
View File
@@ -0,0 +1,22 @@
package: com.UNIVRS.Freedom
title: Freedom
status: issues
notes: Volume can't be changed in the game.
tested_version: 1.0.2950
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 24662272c4cbe5dc7c4f3c803bdb9dead9661ac3d59bf80cca2e260256acc4bc
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 132
source_hint: AOT VR
@@ -0,0 +1,21 @@
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
@@ -0,0 +1,22 @@
package: com.XRGames.ZombielandVR
title: ZombielandVR
status: works
tested_version: 1.7.0
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.vrapi_stub
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 750067107cd739c80b65516dd1c18219283b2a29b39430bb21ed85d48b9b94ac
app: 0.12.1.dev252
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 71
issue: 141
source_hint: ZombielandVR
+15 -5
View File
@@ -1,16 +1,26 @@
package: com.YourCompany.RoboRecall
title: Robo Recall
tested_version: '1.0'
source_hint: 'Robo Recall- Unplugged'
engine: Unreal
xr: VrApi
status: works
notes: Needed the LAUNCHER category fix.
details: Source APK is a community 'patch+savefix+90Hz' build.
details: Source APK is a community 'patch+savefix+90Hz' build. Shares Vader Immortal's Unreal 4 Oculus input (GitHub
49) - thumbs follow the touches (frame.unreal_thumb_touch) and controller poses are located at the right time
(pose_time_fix); added 2026-10-09 from Vader's headset results, not yet checked in this game.
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
alt_overport:
- patch_remove_unreal_force_quit
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: '2026-10-11'
source_hint: Robo Recall- Unplugged
+23
View File
@@ -0,0 +1,23 @@
package: com.asg.clockworkdev
title: Clockwork
status: works
tested_version: '1.29'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-09'
known_good_sha256: 99a14eed320ba267153963c2d87d4e11e943b9920d48dfd5352c681de28ba95e
app: 0.12.1.dev203
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 67
issue: 116
source_hint: com.asg.clockworkdev
@@ -1,6 +1,7 @@
package: com.beatgames.beatsaber.lj369vr
title: Beat Saber
status: works
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
tested_version: 1.40.8_7379
engine: Unity
xr: OpenXR
+12 -8
View File
@@ -1,19 +1,23 @@
package: com.beatgames.beatsaber
title: Beat Saber
status: works
tested_version: 1.40.8_7379
notes: Purchased DLC isn't detected (ownership comes from Meta's servers).
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
+15 -5
View File
@@ -1,16 +1,26 @@
package: com.camouflaj.manta
title: 'Batman: Arkham Shadow'
tested_version: 1.4.1-350961
source_hint: 'Batman- Arkham Shadow'
engine: Unity
xr: OpenXR
status: works
notes: Large data set (~27 GiB) incl. all language packs.
details: Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Includes all language packs (~28 GB).
details: 'Uses Meta XR Audio (Wwise), handled by patch_meta_xr_audio. Cutscenes are 8K HEVC panoramas: frame.hw_video_decode
decodes them on the Frame''s hardware, adapter.surface_native shows them in stereo (PRs #96, #128). Includes all
language packs (~28 GB). sync_guard (to test, GitHub #102) - a reporter''s game quit to Steam''s waiting screen
after the Frame runtime crashed in xrSyncActions (CVRInputLatest::UpdateActionState), the input race Myst had.'
tested_version: 1.4.1-350961
engine: Unity
xr: OpenXR
overport_extra:
- patch_disable_space_warp
frame:
- frame.hw_video_decode
adapter:
sync_guard: 1
surface_native: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 796d1cab08f614d72c50d9702974c719c0908f5de91183cfe02d1fd5eb09551a
updated: '2026-10-10'
min_app: 0.12.1
source_hint: Batman- Arkham Shadow
@@ -0,0 +1,24 @@
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
+11 -2
View File
@@ -1,14 +1,23 @@
package: com.drbeef.doom3quest
title: Doom3Quest
status: issues
notes: PDA shows black screen.
status: works
notes: HUD and PDA show with frame.gl_multiview_fbo (Xandrix1987's headset test, GitHub 77, no frame-rate drop with
the PDA open). Walking and running can switch when the frame rate drops, which seems to be the game's own behaviour.
details: Doom3Quest compiles every vertex shader for two views (OVR_multiview) and draws its HUD/PDA into single-view
framebuffers. Mesa (the Frame's GL) rejects that combination as the spec requires and drops the draw, so they
stayed black; frame.gl_multiview_fbo draws those passes with a single-view copy of the shader. Xandrix1987's framebuffer.cpp
fix went upstream as a PR to Team-Beef-Studios/Doom3Quest.
tested_version: 1.4.8
engine: Other
xr: OpenXR
frame:
- frame.gl_multiview_fbo
verified:
date: '2026-10-06'
known_good_sha256: 3c733f5cd08b6fa5d9e2775b1c1aee36b5943518b5d8451ba87e3c59a702afdf
app: 0.12.0
overport_cli: 1.2.3
issue: 77
updated: '2026-10-09'
min_app: 0.12.1
source_hint: doom3quest148
+25
View File
@@ -0,0 +1,25 @@
package: com.endspace.quest
title: End Space
status: issues
notes: Controls stop responding after the first mission loads.
tested_version: 1.0.6.1
engine: Unity
xr: VrApi
frame:
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: c5eb892311a130686f238e6f61cbdb619324f5c21f8c0641c0fcd49d77369eaf
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 148
source_hint: com.endspace.quest
@@ -0,0 +1,22 @@
package: com.forcefieldxr.explorevr
title: ExploreVR
status: issues
notes: The 3D world warps and shifts with head movement (wrong perspective).
tested_version: 1.2.1
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.nodebug
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 04576c46a91f4bb851a344c75e022b17a5d2837d054e7323a184b81436cf8019
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 149
source_hint: com.forcefieldxr.explorevr
+11 -5
View File
@@ -1,18 +1,24 @@
package: com.forcefieldxr.timestall
title: Time Stall
tested_version: '1.0'
source_hint: Time Stall
engine: Unreal
xr: VrApi
status: issues
notes: Both eyes distort during movement (unresolved).
details: Legacy VrApi via OVRPlugin.
details: Legacy VrApi via OVRPlugin. Shares Vader Immortal's Unreal 4 Oculus input (GitHub 49) - thumbs follow the
touches (frame.unreal_thumb_touch) and controller poses are located at the right time (pose_time_fix); added 2026-10-09
from Vader's headset results, not yet checked in this game.
tested_version: '1.0'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
frame:
- frame.unreal_thumb_touch
- frame.nodebug
adapter:
pose_time_fix: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: 50c4d05b663b2f1851f5a7d650a89fd34587d65fafba13cc58671c96f7016db6
updated: '2026-10-09'
source_hint: Time Stall
@@ -0,0 +1,25 @@
package: com.fyian.TheThrillOfTheFight
title: The Thrill Of The Fight
status: issues
notes: Right eye doesn't draw the opponent or the referee.
tested_version: '251113.0'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
- frame.unity_no_overlay_copy
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: af86dfbd6f7d3ab504d1f4f92f4dbc4c0f0cb36e30443b80fa0b91322f481394
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 164
source_hint: ThrillOfTheFight_Release
+9
View File
@@ -0,0 +1,9 @@
package: com.golfscope.proputt
title: GOLF+
status: unsupported
notes: Black screen. The game's servers reject the login on this platform (Authentication not supported).
engine: Unity
xr: OpenXR
verified:
date: '2026-10-10'
issue: 147
+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
+24
View File
@@ -0,0 +1,24 @@
package: com.harmonixmusic.kata
title: Audica
status: works
tested_version: 1.0.3.4
engine: Unity
xr: VrApi
frame:
- frame.unity_no_msaa
- frame.unity_oculus_check
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-09'
known_good_sha256: bc2c00fe049fd97643a296e622e3a90e08f0bd796ee454b0278525e9d72f8139
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 126
+36
View File
@@ -0,0 +1,36 @@
package: com.ilmxlab.tales
title: 'Star Wars: Tales from the Galaxy''s Edge'
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).
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
alt_overport:
- patch_remove_unreal_force_quit
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: '2026-10-12'
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
+21
View File
@@ -0,0 +1,21 @@
package: com.kluge.SynthRiders
title: SynthRiders
status: works
tested_version: 3.6.7a1
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
controller_models: 1
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: fb982ad7617629df50190c98d1de906ac9b41903d782c0ada0087b32fc95a5f1
app: 0.12.0
overport_cli: 1.2.5
issue: 158
source_hint: com.kluge.SynthRiders
@@ -0,0 +1,24 @@
package: com.markschramm.gravitylab
title: Gravity Lab
status: works
notes: Works great, along with passthrough mode
tested_version: '1.221'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-09'
known_good_sha256: 82c95ee7487a130b6e37b967dd97c8362bf4d7e873fcff823f2c7877a62ff99f
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 113
source_hint: Gravity Lab
@@ -0,0 +1,21 @@
package: com.miketeevee.shoresofloci
title: Shores of Loci
status: works
tested_version: '1.2'
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: c223a99cc1f1597a477a4677c1390cf744d517bd1e8fa7cf82e20b1baefaba26
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 154
source_hint: com.miketeevee.shoresofloci
+12 -5
View File
@@ -1,18 +1,25 @@
package: com.nDreams.PhantomQuest
title: 'Phantom: Covert Ops'
tested_version: '1.2'
source_hint: 'Phantom- Covert Ops'
engine: Unreal
xr: VrApi
status: issues
notes: DLC/store button crashes (no Meta store). Installs the no-ForceQuit build.
details: The regular build quits itself on the Frame (System.exit after a failed platform check), so the no-ForceQuit
build is installed.
build is installed. Shares Vader Immortal's Unreal 4 Oculus input (GitHub 49) - thumbs follow the touches (frame.unreal_thumb_touch)
and controller poses are located at the right time (pose_time_fix); added 2026-10-09 from Vader's headset results,
not yet checked in this game.
tested_version: '1.2'
engine: Unreal
xr: VrApi
alt_overport:
- patch_remove_unreal_force_quit
use_alt: true
frame:
- frame.unreal_thumb_touch
adapter:
pose_time_fix: 1
verified:
date: '2026-09-28'
overport_cli: 1.2.3
overport_runtime: 3.4.3-23204ea
known_good_sha256: bb02b20a23fbe5e7a580ecde15a3cd015a4183421a51aab4a4dbcddbe7a09d1d
updated: '2026-10-09'
source_hint: Phantom- Covert Ops
@@ -0,0 +1,21 @@
package: com.newfoldergames.fruitsalon
title: Fruit Salon
status: works
tested_version: 1.0.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 1c2e6e44e046e1683670a6b0f97e7766fd5edd0c888443910ce3c8e2291a9865
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 165
source_hint: Fruit Salon
+23
View File
@@ -0,0 +1,23 @@
package: com.onehamsa.RNXQ
title: 'Racket: Nx'
status: works
tested_version: 2.8.31
engine: Unity
xr: VrApi
frame:
- frame.unity_text_input
- frame.unity_runtime_msaa_off
- frame.unity_gl_shim
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: f78de8051c5808e4244d9fa757050d6c131350112315ad6e01e2b1457f2e2053
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 151
source_hint: '9030540110323274'
+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
@@ -0,0 +1,23 @@
package: com.owlchemylabs.vacationsimulator
title: Vacation Simulator
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_remove:
- frame.unity_text_input
adapter:
haptic_fix: 1
refresh_rate: 90.0
verified:
date: '2026-10-10'
known_good_sha256: b02e0a24292a8305ca752fef1884356f0191b53793d356b999cd50bba3fe7a3c
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 163
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
@@ -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
@@ -0,0 +1,22 @@
package: com.quaternionsoftware.rcpilottrainer
title: RC Pilot Trainer
status: works
tested_version: 0.7.0.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
- frame.oculusos
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 1b98f0dea74f058a838ac17299a0e1c67362cb1ecfbc97e4cb2aad3bcbdfb173
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 152
source_hint: com.quaternionsoftware.rcpilottrainer
+20
View File
@@ -0,0 +1,20 @@
package: com.rrrgames.CaveCrave
title: Caves
status: works
notes: First cave loads up perfectly, didn't play to unlock other game modes
tested_version: 1.1.4
engine: Unity
xr: OpenXR
frame:
- frame.oculusos
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 9720a9af42590dfdb742f278352583e56f36efbf5d96c56c59ac4b6a615f276e
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 142
source_hint: com.rrrgames.CaveCrave
+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
+22
View File
@@ -0,0 +1,22 @@
package: com.tvb.cubism
title: cubism
status: works
tested_version: 1.8.0
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
scale: 2.0
verified:
date: '2026-10-09'
known_good_sha256: e4e000392e53111a991c1c78653c9241b8007f81dcdb126a4f4b2003033f5a6e
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 121
source_hint: com.tvb.cubism
@@ -0,0 +1,23 @@
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 +1,22 @@
package: de.erthu.ancientdungeonfull
title: Ancient_Dungeon
status: issues
notes: Multiplayer isn't available (offline).
tested_version: ea0.1.10.2
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-10'
known_good_sha256: 0bcbd6d01d085183df586ee692267341a9ea15d1f52fbc33265601d55c73c2d2
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 59
issue: 143
source_hint: de.erthu.ancientdungeonfull
+21
View File
@@ -0,0 +1,21 @@
package: jp.co.amata.nvr
title: The Tale of Onogoro
status: works
tested_version: 1.1.0248
engine: Unity
xr: OpenXR
frame:
- frame.unity_text_input
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-08'
known_good_sha256: d6258a22a0a6e4588bbec36170f126bffc44ed64784f99e37cf4b03ad212fb79
app: 0.12.0
overport_cli: 1.2.5
frame_build: '20261006.6173745'
agent: 59
issue: 108
source_hint: The Tale of Onogoro
@@ -0,0 +1,17 @@
package: org.timecrisis2.arcadevr
title: Time Crisis II VR (Test)
status: works
tested_version: 0.2.0
engine: Other
xr: OpenXR
frame:
- frame.sdl_clipboard
verified:
date: '2026-10-10'
known_good_sha256: 7829a4cb84298a03ebe539b893916a962aecc4119f189f9fa9ceeab24c747bc5
app: 0.12.0
overport_cli: 1.2.3
frame_build: '20261007.6125817'
agent: 59
issue: 173
source_hint: TimeCrisis2VR-v0.2.0-quest3
@@ -0,0 +1,11 @@
package: quest.eleven.forfunlabs
title: Eleven Table Tennis
status: unsupported
notes: Stops at the splash screen. The game needs Meta's online services after start, which aren't available on
the Frame.
engine: Unity
xr: OpenXR
pcvr_alternative: The PC VR (Rift) version works on the Frame through FramePort.
verified:
date: '2026-10-10'
issue: 160
+23
View File
@@ -0,0 +1,23 @@
package: rift.beat_saber
title: Beat Saber
status: works
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
engine: Unity
xr: OpenXR
kind: rift
quest_package: com.beatgames.beatsaber.lj369vr
pcvr:
- pcvr.xr_timefix
- pcvr.steamvr_tuning
pcvr_remove:
- pcvr.revive
as_is: true
verified:
date: '2026-10-09'
known_good_sha256: dc80bd1f8e46e7b7cdc4fbf51a84e68f2918d7481581bee9c21f65e269c6bf8b
app: 0.12.1.dev232
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 67
issue: 117
source_hint: Beat Saber
@@ -0,0 +1,23 @@
package: rift.eleven_table_tennis_vr
title: 'Eleven: Table Tennis VR'
status: works
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive (arguments -vrmode OpenVR).'
engine: Unity
xr: LibOVR+OpenVR
kind: rift
pcvr:
- pcvr.launch_args
- pcvr.xr_timefix
- pcvr.steamvr_tuning
pcvr_remove:
- pcvr.revive
as_is: true
verified:
date: '2026-10-09'
known_good_sha256: 2cdfe3b096aef0bf76726156699381f7847ca4d17e7222359521982778470705
app: 0.12.1.dev232
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 67
issue: 118
source_hint: Eleven Table Tennis VR
+22
View File
@@ -0,0 +1,22 @@
package: rift.pistol_whip
title: Pistol Whip
status: works
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
engine: Unity
xr: OpenVR
kind: rift
pcvr:
- pcvr.xr_timefix
- pcvr.steamvr_tuning
pcvr_remove:
- pcvr.revive
as_is: true
verified:
date: '2026-10-09'
known_good_sha256: a01eaf73b292eb8ad21e316f1f99ad258d41b2cfed8436858a8caf2f5c0a4d28
app: 0.12.1.dev232
overport_cli: 1.2.5
frame_build: '20261007.6125817'
agent: 67
issue: 119
source_hint: Pistol Whip
+4 -1
View File
@@ -1,11 +1,13 @@
package: rift.superhot_vr
title: SUPERHOT VR
status: works
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive. Older builds with both Oculus and SteamVR support
(SUPERHOTVR.exe) start with -vrmode OpenVR.'
engine: Unity
xr: OpenXR
kind: rift
pcvr:
- pcvr.launch_args
- pcvr.xr_timefix
- pcvr.steamvr_tuning
pcvr_remove:
@@ -17,4 +19,5 @@ verified:
app: 0.6.3
overport_cli: 1.2.5
issue: 28
updated: '2026-10-09'
source_hint: SUPERHOT VR
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