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No files matched your search
@@ -6,7 +6,7 @@ description: Port a Meta Quest standalone game (APK + OBB dump) to the Valve Ste
|
||||
# Port a Quest game to the Steam Frame
|
||||
|
||||
Work from the repo root (`frameport/`). Read `CLAUDE.md` (facts) and `docs/PLAYBOOK.md` (symptom → fix) first.
|
||||
Set `UV_PROJECT_ENVIRONMENT=~/.cache/frameport-venv` (the repo is on NTFS).
|
||||
The dev environment is `.venv` in the repo root (`UV_LINK_MODE=copy uv sync --extra dev` if it's missing).
|
||||
|
||||
## 1. Setup (once)
|
||||
```
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
* text=auto eol=lf
|
||||
*.so binary
|
||||
*.dex binary
|
||||
*.exe binary
|
||||
*.apk binary
|
||||
*.png binary
|
||||
*.jpg binary
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
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"]
|
||||
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>`.
|
||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
description: Title — package id (version, engine / XR API); empty for app problems
|
||||
- type: textarea
|
||||
id: description
|
||||
attributes:
|
||||
label: What happens?
|
||||
description: What you did, what you expected, what you saw (in the headset, if it started)
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: findings
|
||||
attributes:
|
||||
label: Launch test / triage
|
||||
description: Filled in by FramePort from the last launch test
|
||||
- type: textarea
|
||||
id: recipe
|
||||
attributes:
|
||||
label: Recipe
|
||||
render: yaml
|
||||
- type: textarea
|
||||
id: environment
|
||||
attributes:
|
||||
label: Environment
|
||||
- type: textarea
|
||||
id: logs
|
||||
attributes:
|
||||
label: Diagnostics
|
||||
description: Drag the FramePort-diag-*.zip here (max 25 MB)
|
||||
validations:
|
||||
required: true
|
||||
@@ -0,0 +1 @@
|
||||
blank_issues_enabled: true
|
||||
@@ -0,0 +1,49 @@
|
||||
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] "
|
||||
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.
|
||||
- type: input
|
||||
id: game
|
||||
attributes:
|
||||
label: Game
|
||||
description: Title — package id (platform, version, engine / XR API)
|
||||
validations:
|
||||
required: true
|
||||
- type: input
|
||||
id: result
|
||||
attributes:
|
||||
label: Result
|
||||
description: works or issues (+ the last headless launch test)
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: recipe
|
||||
attributes:
|
||||
label: Recipe
|
||||
description: The catalog entry (catalog/games/<package>.yaml). Don't edit the package line.
|
||||
render: yaml
|
||||
validations:
|
||||
required: true
|
||||
- type: textarea
|
||||
id: environment
|
||||
attributes:
|
||||
label: Environment
|
||||
description: FramePort, tool and SteamOS versions
|
||||
- type: textarea
|
||||
id: notes
|
||||
attributes:
|
||||
label: Notes
|
||||
description: What you checked in the headset, known issues, anything unusual
|
||||
- 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).
|
||||
required: true
|
||||
@@ -1,9 +1,19 @@
|
||||
name: build
|
||||
on:
|
||||
push:
|
||||
branches: [main]
|
||||
tags: ["v*"]
|
||||
pull_request:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
dev:
|
||||
description: "Publish the bundles as the dev build (testers: Settings → Updates → Install the latest dev build)"
|
||||
type: boolean
|
||||
default: true
|
||||
notes:
|
||||
description: "What testers should try (shown before they install it)"
|
||||
type: string
|
||||
default: ""
|
||||
|
||||
jobs:
|
||||
test:
|
||||
@@ -12,10 +22,13 @@ jobs:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- run: uv sync --extra dev
|
||||
- name: Lint
|
||||
run: uv run ruff check .
|
||||
- run: uv run pytest -m "not games and not device"
|
||||
|
||||
bundle:
|
||||
needs: test
|
||||
if: github.event_name != 'push' || startsWith(github.ref, 'refs/tags/v') # pushes to main: tests only
|
||||
permissions:
|
||||
contents: read
|
||||
id-token: write # build provenance attestations (Sigstore)
|
||||
@@ -31,10 +44,13 @@ jobs:
|
||||
include:
|
||||
- os: windows-latest
|
||||
archive: FramePort-windows-x64.zip
|
||||
- os: macos-latest
|
||||
- os: macos-26 # Apple Silicon + Xcode 26 (macos-15's Xcode 16.4 fails a Flutter plugin; macos-latest
|
||||
# went unassigned on 2026-10-02)
|
||||
archive: FramePort-macos-arm64.zip
|
||||
- os: ubuntu-latest
|
||||
- os: ubuntu-22.04 # oldest supported: the bundle needs the build host's GLib/glibc or newer
|
||||
archive: FramePort-linux-x64.tar.gz
|
||||
- os: ubuntu-22.04-arm # Linux ARM64 (same base as x64)
|
||||
archive: FramePort-linux-arm64.tar.gz
|
||||
runs-on: ${{ matrix.os }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
@@ -43,11 +59,14 @@ jobs:
|
||||
if: runner.os == 'Linux'
|
||||
run: sudo apt-get update && sudo apt-get install -y ninja-build libgtk-3-dev
|
||||
- run: uv sync --extra dev
|
||||
- name: Dev build version (next patch + .dev<run number>; not committed)
|
||||
if: github.event_name == 'workflow_dispatch' && inputs.dev
|
||||
run: uv run --no-project python scripts/dev_version.py ${{ github.run_number }}
|
||||
- id: flet
|
||||
run: uv run python scripts/package.py
|
||||
continue-on-error: ${{ runner.os == 'macOS' }}
|
||||
- name: macOS fallback (PyInstaller bundle)
|
||||
if: runner.os == 'macOS' && steps.flet.outcome == 'failure'
|
||||
continue-on-error: ${{ runner.os == 'macOS' || runner.arch == 'ARM64' }}
|
||||
- name: macOS / Linux ARM64 fallback (PyInstaller bundle)
|
||||
if: (runner.os == 'macOS' || runner.arch == 'ARM64') && steps.flet.outcome == 'failure'
|
||||
run: uv run --with pyinstaller python scripts/package.py --pyinstaller
|
||||
|
||||
# ---- signing: self-signed certificate on Windows, ad-hoc on macOS ----
|
||||
@@ -90,7 +109,12 @@ jobs:
|
||||
run: ditto -c -k --keepParent "$(find dist -maxdepth 3 -name '*.app' -type d | head -1)" ${{ matrix.archive }}
|
||||
- name: Package (Linux)
|
||||
if: runner.os == 'Linux'
|
||||
run: tar czf ${{ matrix.archive }} -C dist --transform 's,^linux,FramePort,' linux
|
||||
run: | # flet build -> dist/linux; the PyInstaller fallback -> dist/FramePort (one folder)
|
||||
if [ -d dist/linux ]; then tar czf ${{ matrix.archive }} -C dist --transform 's,^linux,FramePort,' linux
|
||||
else tar czf ${{ matrix.archive }} -C dist FramePort; fi
|
||||
# self-update with this archive: unpack, verify the layout (+ the signer on Windows), run the real swap script
|
||||
- name: Update smoke test
|
||||
run: uv run python scripts/update_smoke.py ${{ matrix.archive }}
|
||||
- name: Attest build provenance
|
||||
if: github.event_name != 'pull_request'
|
||||
uses: actions/attest-build-provenance@v4
|
||||
@@ -109,10 +133,13 @@ jobs:
|
||||
contents: write
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- uses: actions/download-artifact@v8
|
||||
with:
|
||||
path: out
|
||||
merge-multiple: true
|
||||
- name: Wheel (CLI install via uv tool / pipx / pip, and its self-update)
|
||||
run: uv build --wheel -o out && ls out
|
||||
- name: Checksums
|
||||
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
|
||||
- name: Publish release
|
||||
@@ -121,7 +148,55 @@ jobs:
|
||||
run: |
|
||||
tag="${GITHUB_REF_NAME}"
|
||||
notes=$(mktemp)
|
||||
{ echo "FramePort ${tag}: Windows (x64), macOS (Apple Silicon) and Linux (x64)."; echo;
|
||||
sed -n '/^## First launch/,$p' docs/INSTALL.md; } > "$notes"
|
||||
# "What's new" = the annotated tag's message (FramePort's update dialog shows it); checkout may leave the
|
||||
# tag lightweight, so fetch the tag object itself
|
||||
git fetch --force origin "refs/tags/${tag}:refs/tags/${tag}"
|
||||
whatsnew=$(git tag -l --format='%(contents:body)' "$tag")
|
||||
[ -n "$whatsnew" ] || whatsnew=$(git tag -l --format='%(contents:subject)' "$tag")
|
||||
{ echo "FramePort ${tag}: Windows (x64), macOS (Apple Silicon) and Linux (x64, ARM64)."; echo;
|
||||
if [ -n "$whatsnew" ] && [ "$(git cat-file -t "$tag")" = tag ]; then
|
||||
echo "## What's new"; echo; echo "$whatsnew"; echo; fi
|
||||
echo "Already have FramePort? It offers this update itself (Library → **Update now**)."
|
||||
echo; cat packaging/release-footer.md; } > "$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"
|
||||
|
||||
dev-release:
|
||||
# "Run workflow" with dev ticked: replaces the rolling `dev` pre-release (never shown by the automatic update check;
|
||||
# testers install it from Settings → Updates). Same assets + SHA256SUMS as a release.
|
||||
if: github.event_name == 'workflow_dispatch' && inputs.dev
|
||||
needs: bundle
|
||||
runs-on: ubuntu-latest
|
||||
permissions:
|
||||
contents: write
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- id: version
|
||||
run: echo "version=$(uv run --no-project python scripts/dev_version.py ${{ github.run_number }})" >> "$GITHUB_OUTPUT"
|
||||
- uses: actions/download-artifact@v8
|
||||
with:
|
||||
path: out
|
||||
merge-multiple: true
|
||||
- name: Wheel
|
||||
run: uv build --wheel -o out && ls out
|
||||
- name: Checksums
|
||||
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
|
||||
- name: Publish the dev build
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
VERSION: ${{ steps.version.outputs.version }}
|
||||
NOTES: ${{ inputs.notes }}
|
||||
run: |
|
||||
notes=$(mktemp)
|
||||
last=$(git describe --tags --abbrev=0 --match 'v*' 2>/dev/null || true)
|
||||
{ echo "Dev build **${VERSION}** from commit ${GITHUB_SHA::7} ($(date -u +%Y-%m-%d)). For testing fixes before"
|
||||
echo "the next release; you get that release as a normal update."; echo
|
||||
if [ -n "$NOTES" ]; then echo "## Please test"; echo; echo "$NOTES"; echo; fi
|
||||
if [ -n "$last" ]; then echo "## Changes since ${last}"; echo
|
||||
git log --no-merges --format='- %s' "${last}..HEAD" | cut -c1-160 | head -40; fi; } > "$notes"
|
||||
gh release delete dev --yes --cleanup-tag 2>/dev/null || true
|
||||
gh release create dev out/* packaging/FramePort-selfsigned.cer --prerelease --target "$GITHUB_SHA" \
|
||||
--title "FramePort dev build ${VERSION}" --notes-file "$notes"
|
||||
@@ -0,0 +1,52 @@
|
||||
name: catalog-from-issue
|
||||
# A maintainer adds the label `catalog-accepted` to a "Working configuration" 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:
|
||||
issues:
|
||||
types: [labeled]
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
pull-requests: write
|
||||
issues: write
|
||||
|
||||
jobs:
|
||||
recipe-pr:
|
||||
if: github.event.label.name == 'catalog-accepted' && contains(github.event.issue.labels.*.name, 'working-config')
|
||||
runs-on: ubuntu-latest
|
||||
env:
|
||||
GH_TOKEN: ${{ github.token }}
|
||||
ISSUE: ${{ github.event.issue.number }}
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- run: uv sync
|
||||
- name: Write the recipe
|
||||
id: recipe
|
||||
run: |
|
||||
gh issue view "$ISSUE" --json body -q .body > "$RUNNER_TEMP/body.md"
|
||||
uv run python scripts/catalog_from_issue.py "$RUNNER_TEMP/body.md" --issue "$ISSUE" | tee "$RUNNER_TEMP/out.txt"
|
||||
grep '^package=' "$RUNNER_TEMP/out.txt" >> "$GITHUB_OUTPUT"
|
||||
- name: Check it loads
|
||||
env:
|
||||
PKG: ${{ steps.recipe.outputs.package }}
|
||||
run: uv run python -c "import os, sys; from frameport.recommend import catalog; sys.exit(os.environ['PKG'] not in catalog.load(refresh=True))"
|
||||
- name: Open the pull request
|
||||
env:
|
||||
PKG: ${{ steps.recipe.outputs.package }}
|
||||
run: |
|
||||
branch="catalog/issue-$ISSUE"
|
||||
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"
|
||||
git commit -m "catalog: $PKG (from #$ISSUE)"
|
||||
git push --force origin "$branch"
|
||||
if ! gh pr view "$branch" >/dev/null 2>&1; then
|
||||
gh pr create --head "$branch" --title "catalog: $PKG" \
|
||||
--body "Recipe submitted in #$ISSUE (working configuration). Closes #$ISSUE."
|
||||
fi
|
||||
- name: Report a failure on the issue
|
||||
if: failure()
|
||||
run: gh issue comment "$ISSUE" --body "Couldn't turn this into a catalog recipe — see the workflow run ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}."
|
||||
@@ -11,3 +11,12 @@ parity-report.md
|
||||
.pytest_cache/
|
||||
native/.cache/
|
||||
native/**/build/
|
||||
# per-machine Claude Code settings (contain home paths)
|
||||
.claude/settings.local.json
|
||||
|
||||
# maintainer-local notes for Claude Code (accounts, credentials)
|
||||
CLAUDE.local.md
|
||||
# outputs of `frameport report` / `parity` / ruff
|
||||
REPORT.md
|
||||
.ruff_cache/
|
||||
.claude/worktrees/
|
||||
@@ -8,7 +8,126 @@ install over SSH (agent) → Steam shortcut → headless launch test + log triag
|
||||
Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRAME_RUNTIME.md` for runtime facts.
|
||||
|
||||
## Layout
|
||||
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/app.py`, Flet 1.0) share.
|
||||
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/`, Flet 1.0) share.
|
||||
- `ui/` — `app.py` shell (sidebar with Frame connection + activity cards, routing, actions, 30 s connection poll),
|
||||
`theme.py` (dark design tokens; change colours/spacing only there), `components.py` (pill, card, callout,
|
||||
status_row, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
raises), `jobs.py` (background FIFO job queue, one at a time, cancel via Reporter; no Flet), `views/`
|
||||
(library: search/filters/tags/sort as pure tested helpers; game: hero + one-click install, patches under
|
||||
"Customize"; frame: device + readiness + installed, or connect wizard; files: the Frame's file manager (persistent
|
||||
like the library; locations = Videos/Downloads/Documents from agent `storage_targets`, each installed Quest game's
|
||||
storage, the home folder; SFTP via `install/files.py` list_dir/upload/download/make_dir/rename/delete, all
|
||||
confined to the location by `files.inside`; Lepton's links in a game's storage can't be renamed/deleted; replaced
|
||||
the "Send files" dialog, game menu → "Add videos & files…" = `go("files", pkg)`; multi-select bar (download/
|
||||
delete); drag-and-drop from the OS via the `flet-dropzone` extension (Apache-2.0, Flutter `desktop_drop`), which
|
||||
only a `flet build` bundle contains: `files.dropzone_available()` keeps it out of source runs and the PyInstaller
|
||||
fallback, which would show an unknown control); screenshots (Steam screenshots on the Frame, `install/screenshots.py`
|
||||
+ agent v46 `list_screenshots`/`delete_screenshots`: the Frame files every headset shot under SteamVR 250820, so
|
||||
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
|
||||
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
|
||||
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
|
||||
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
|
||||
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
|
||||
output's pulse monitor (sound) → ffmpeg/x264 + AAC (qualities scale down only; "full" = SteamVR's size) →
|
||||
fragmented MP4 on an SSH exec channel's stdout (the script stops ffmpeg on stdin EOF) → relay on 127.0.0.1 (keeps
|
||||
init + fragments since the last keyframe of the *video* track for late viewers) → player page
|
||||
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
|
||||
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
|
||||
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
|
||||
stops on disconnect/window close); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
|
||||
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
|
||||
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
|
||||
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
|
||||
Selection bars sit below the list: above it, their appearing shifted the items mid-drag. Async handlers (they
|
||||
await a FilePicker) must be coroutine functions or go through `page.run_task`: Flet doesn't await a lambda's
|
||||
coroutine (the Files row Download button silently did nothing). `ui_smoke.py --fake-frame --gestures` drives real
|
||||
mouse drags/right-clicks.
|
||||
User tags live in library entries (`tags`), filters in library setting `ui.library`.
|
||||
**Performance rules** (the app froze before): never put image bytes in controls — artwork is served by URL from the
|
||||
GUI assets dir (= user data dir; `ft.run(assets_dir=…)`), as thumbnails (`artwork/thumbs.py`, Pillow); the
|
||||
library view is persistent, streams cards in batches from a background thread and filters by toggling visibility;
|
||||
job/connection events call `app.refresh_view()` (targeted), not `render()`; no I/O in render paths.
|
||||
**Never recreate clickable controls on progress ticks** (sidebar, activity tiles): update their properties —
|
||||
replacing them 5×/s swallowed clicks (couldn't leave the Library during an upload).
|
||||
Labelled switches: `C.switch(label, …)` (Material's default label colour is dark on our dark theme).
|
||||
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
|
||||
`help=` argument of `section`/`status_row`/`kv`, tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click) and the game page's "…" menu come
|
||||
from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
art if nothing came back; "Update Steam art on Frame" re-sends the art set to the game's anchor (agent ≥ 12).
|
||||
Patch descriptions/reasons describe the general case, naming games only as "e.g. …".
|
||||
- Installs: queued/cancelled/failed ones are remembered (library setting `ui.installs`) → Library "Resume" bar;
|
||||
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
|
||||
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
|
||||
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
|
||||
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
|
||||
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
|
||||
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
|
||||
**Revive is only suggested for games with Oculus (LibOVR) code** (`pcvr.revive`, and `pcvr.oculus_unreal`; repacks
|
||||
with a bundled Revive and SteamVR/OpenXR games run directly): needed by an un-cracked Oculus game that fails at
|
||||
"Initializing OVR session". Those (Lone Echo, Robo Recall, Lies Beneath: crack .7z not extracted /
|
||||
Platform SDK) hit Revive's Oculus-runtime **signature check** under Proton-arm64 — Revive's LoadLibrary/WinVerifyTrust
|
||||
hooks don't install (ARM64EC), and the game's Oculus SDK shim rejects the unsigned Revive runtime (wintrust +
|
||||
crypt32 signer "Oculus VR") — so they don't run on the Frame without extracting the repack's crack (which FramePort
|
||||
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
|
||||
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,
|
||||
filters helpers + non-GUI PEs, `rank_exes` (Unreal *-Shipping beats its launcher, Steam builds −10, ambiguous →
|
||||
`exe_confirmed=False` → GUI exe dialog), `clean_title`, fingerprint (unchanged folders aren't re-analyzed),
|
||||
modular-Unreal Oculus plugin DLLs + UTF-16 markers count as LibOVR, `revive_bundled` → as-is.
|
||||
- Rift VR-API routing (`analysis/rift.py`): `openvr`/`openxr`/`libovr` detected from imports + bundled DLLs (NOT the
|
||||
universal-in-Unreal `IVRSystem`/`VR_InitInternal` strings). `frame_native = (openxr or openvr) and not libovr` =
|
||||
confidently runs on the Frame via wineopenxr (SteamVR), no Revive. Any LibOVR game → `needs_revive` → **PC only**
|
||||
on the Frame (Revive's ARM64EC hooks don't work under Proton-arm64, and FramePort does **not** defeat the Oculus
|
||||
runtime Authenticode signature check). Patch `pcvr.libovr_redirect` (Frame, default on for Revive games, agent v19 `set_libovr_redirect`) symlinks Revive's
|
||||
runtime as `LibOVRRT{64,32}_1.dll` in the game's exe dir **and next to every OVRPlugin.dll** (Unreal's OVR shim
|
||||
searches its own module dir, not the exe dir) — the LoadLibrary redirect (pure runtime substitution), which
|
||||
does NOT touch the game's runtime signature check (a checking build still fails at `-3021`; only non-checking builds
|
||||
run). PoC verified on-device (2026-09-30): with the redirect, Lone Echo's Oculus SDK now loads Revive's runtime and
|
||||
reaches Oculus API init (`-3021`) instead of failing to load a runtime at all — i.e. the substitution works; `-3021`
|
||||
is the downstream signature/runtime-init stage the redirect doesn't touch. (OVRPlugin/Unreal builds use a more
|
||||
restrictive LibOVRRT search; the next-to-OVRPlugin placement covers the common case.)
|
||||
Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
not via static detection. PC installs default to Revive's **OpenVR** backend (`pcvr.revive_openvr` on) and
|
||||
auto-start SteamVR on Play (`winhost.start_steamvr`); the Frame launcher always uses `/openxr`. UI (`game.py`
|
||||
where()) states per-game where it runs; installing an Oculus game on the Frame shows a warning. Migration
|
||||
`rift_frame_native` re-analyzes + re-derives existing entries.
|
||||
- Own artwork (0.8.0): game menu → "Use your own artwork…" (also from the Find artwork dialog) =
|
||||
`views/art_dialog.show_custom_art_dialog`: one slot per kind (portrait/landscape/hero/logo/icon), FilePicker →
|
||||
`sources.apply_custom` (Pillow check, ≥64 px, ≤40 MB, scaled to ≤3840 px, PNG if alpha/logo/icon else JPEG,
|
||||
replaces only that kind + its thumbnails, drops the generated cover/banner, writes `.picked` = "custom") /
|
||||
`remove_custom`; Steam shapes are still composed from what exists (`steam.py` PREFER).
|
||||
- Art for Rift games: `artwork/sources.py` — Quest version package (OculusDB packageName, exact name or +
|
||||
"Unplugged"-type suffix, never sequels) → Meta art; OculusDB square cover; Steam (exact names only); exe icon.
|
||||
- Store details (`artwork/details.py`, entry `details`): OculusDB (description, genres, publisher, website; by Quest
|
||||
package or Rift match) + Steam appdetails (exact title: developer, release date, up to 6 screenshots → artwork
|
||||
`shot_N.jpg`). Meta store pages reject scraping, so Oculus exclusives have no screenshots. Genres become automatic
|
||||
tags. Steam shortcuts get a complete composed art set (`artwork/steam.py`: 600×900 / 920×430 / 1920×620 / logo /
|
||||
256 icon, blurred-backdrop compositing for square-only covers; no store art (at most the APK icon) → a placeholder
|
||||
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
|
||||
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
|
||||
description).
|
||||
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`): GUI = Add games → "Add a Linux app (arm64)…" /
|
||||
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
|
||||
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
|
||||
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
|
||||
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
|
||||
- Quest/Rift twins stay separate entries, shown and named in Steam "Title (Quest)"/"(Rift)" (`core/titles.py`).
|
||||
- `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
|
||||
**not** turn Revive off: a repack's patches (cracks, `VD.bat` = Virtual Desktop's Oculus
|
||||
runtime) give a LibOVR game no Oculus runtime on the Frame; Revive is that runtime (Lone Echo without it: EXITED
|
||||
in seconds). SteamVR builds (Rick and Morty) turn Revive off via their recipe (`pcvr_remove`, catalog `as_is`).
|
||||
- Play: Library hover button / right-click / game page / Frame rows → agent `launch` = `steam://rungameid/<appid<<32
|
||||
| 0x02000000>` through the Frame's Steam (in-headset session); PC: Windows Steam. Launch tests use a
|
||||
flask icon (SCIENCE_OUTLINED) so they aren't confused with Play.
|
||||
- `uninstall.py` + `frameport uninstall-app` + Settings: removes the data dir (after an optional key backup zip),
|
||||
PC Steam shortcuts, the WSL Revive copy, and via agent `purge` FramePort's games/files on the Frame.
|
||||
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
|
||||
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
|
||||
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
|
||||
@@ -17,26 +136,108 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
|
||||
- `recommend/` — `catalog.py` (known-good recipes: user > remote `FRAMEPORT_CATALOG_URL` > bundled), `engine.py`.
|
||||
- `tools/` — portable toolchain (Temurin JRE, overport jar, apksigner) downloaded dynamically into the user data dir.
|
||||
The overport CLI comes from the downstream fork **Android-XR-Bridge/OVRPort** (stable `vX.Y.Z` releases,
|
||||
`OVRPort-<ver>-stable-cli.jar`; fallback ovrport/app `cli-jar.zip`), see "overport" below.
|
||||
- `frame/` — SSH (paramiko), mDNS discovery, pairing server; `install/installer.py`; `validate/` (static, device, triage).
|
||||
- `targets/` — `Target` interface; `frame_lepton.py` now, `revive.py` placeholder (PC VR later).
|
||||
- `targets/` — `Target` interface; `frame_lepton.py` (Quest via Lepton + Rift via Proton), `pc_revive.py` (Rift games
|
||||
on this Windows/WSL PC via Revive + local Steam shortcut; `core/winhost.py` = Windows/WSL helpers).
|
||||
- Oculus Rift (PC VR): `sources/rift_dump.py`, `analysis/rift.py` (own PE reader), `patches/pcvr.py` (category
|
||||
`pcvr`, shown as patches; `base.for_game` separates Quest/PC VR patches), `tools/revive.py` (Revive: FRAMEPORT_REVIVE_DIR >
|
||||
the user's installed Revive (C:\Program Files\Revive, else registry HKLM/HKCU\Software\Revive; version = GitHub
|
||||
release matching the DLL build date, since Revive's version resources are stale) > portable copy unpacked from
|
||||
ReviveInstaller.exe in pure Python; never replaces the user's install). Library ids `rift.<slug>`, entries have `kind: rift`.
|
||||
- `parity.py` — rebuild catalog games from dumps and classify every APK entry difference vs known-good builds.
|
||||
- `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:
|
||||
`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
|
||||
it — never `importlib.metadata`, bundles have no dist-info). `updates.py` (no Flet): `check()` = GitHub
|
||||
releases/latest via `cached_json("app-release.json")`, 6 h, skips drafts/prereleases and the user's skipped version
|
||||
(settings `update.last_check`/`skipped`/`auto_check`/`auto_install`/`cli_hint`; env `FRAMEPORT_NO_UPDATE_CHECK`);
|
||||
`install_kind()` = `bundle` (psutil exe path → FramePort.exe's folder / FramePort.app / FramePort/FramePort),
|
||||
`source` (`.git` checkout: `git pull --ff-only` + `uv sync`, refused on a dirty tree), `wheel` (`uv tool`/pipx/pip
|
||||
reinstall of the release's `.whl`); `prepare()` → `<data>/updates/<ver>/` (SHA256SUMS.txt required + checked,
|
||||
layout checked, Windows: the new FramePort.exe must have the running exe's Authenticode signer when that one is
|
||||
signed, `ready.json`); `apply()` writes + starts detached `apply.ps1`/`apply.sh` (wait for pid → Windows: copy over,
|
||||
replaced files kept in `updates/<ver>/previous` because the zip has no top folder; macOS/Linux: mv to `.old` + swap,
|
||||
rollback, `xattr -dr` quarantine → relaunch; `<data>/logs/update.log`). `ui/updater.py`: background check (10 s,
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), notes dialog (`ft.Markdown`), job
|
||||
`app-update` that restarts only when no other job is active, `apply_pending_at_start()` in `main()` for
|
||||
"Install updates automatically"; Settings → Updates. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
[--yes]`, once-a-day stderr hint read from the cache only (`refresh_cache()` in a daemon thread writes no
|
||||
settings, to avoid read-modify-write races). `scripts/update_smoke.py <archive>` runs the real extract + swap script
|
||||
(no relaunch) — CI runs it on all three OS with the archive it just built.
|
||||
Verified end to end (2026-10-02): real 0.3.3 bundles on Windows and Linux (Ubuntu 22.04/WSLg) found, staged and
|
||||
installed 0.3.4 ("Install updates automatically" path) and relaunched as 0.3.4 with settings kept. Not yet clicked
|
||||
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).
|
||||
- `catalog/games/<package>.yaml` — 34 recipes verified 2026-09-28; `catalog/triage.yaml` — log signatures → fixes.
|
||||
- `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).
|
||||
`native/build.sh` rebuilds them with NDK r27c (downloaded on demand; never committed). Users never need the NDK.
|
||||
`native/build.py` rebuilds them with NDK r27c (downloaded on demand into `native/.cache`, git-ignored; uses
|
||||
`-ffile-prefix-map` so no local paths get embedded; zip symlinks are restored as copies). Users never need the NDK.
|
||||
- `scripts/` — `package.py` (flet build/pack), `eval_heuristics.py` (score heuristics), `ui_smoke.py` (GUI screenshots).
|
||||
- `docs/` — PLAYBOOK, FRAME_RUNTIME, ARCHITECTURE, INSTALL (end users), parity reports (offline + device).
|
||||
|
||||
## Dev commands
|
||||
```
|
||||
export UV_PROJECT_ENVIRONMENT=~/.cache/frameport-venv # keep the venv off NTFS (repo lives on D:)
|
||||
uv sync --extra dev # or: uv pip install -e .[dev]
|
||||
# the dev venv is .venv in the repo root (git-ignored); on the NTFS drive uv needs UV_LINK_MODE=copy
|
||||
UV_LINK_MODE=copy uv sync --extra dev # creates/updates ./.venv
|
||||
uv run pytest # unit tests (no device, no game files)
|
||||
uv run frameport --help # CLI; uv run frameport-gui for the GUI
|
||||
uv run frameport parity --known-good <PATCHED/_known-good-*> --sources "<VR CyberDeck downloads>"
|
||||
uv run frameport parity --known-good <PATCHED/_known-good-*> --sources "<folder with the game dumps>"
|
||||
```
|
||||
Games/device tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>), `pytest -m device` (FRAMEPORT_FRAME=steamos@host).
|
||||
Games tests: `pytest -m games` (FRAMEPORT_GAMES=<downloads dir>); on-device checks are CLI commands (below);
|
||||
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).
|
||||
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
|
||||
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
|
||||
- Docs screenshots (`docs/images/`): `python scripts/scrub_library.py ~/.local/share/frameport <dir> --status works,issues` (copies
|
||||
library + artwork only; titles replace folder names, local paths → `D:/Games/...`, sort by size) then
|
||||
`FRAMEPORT_HOME=<dir> python scripts/ui_smoke.py --out <shots> --docs --fake-frame --game <pkg>` (set
|
||||
FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR so no tool download toast appears; `--viewport 1280x2600` + crop for the
|
||||
patch list). Check every PNG for paths, IPs, user names and repack/scene names before committing.
|
||||
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
|
||||
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
|
||||
at the PNGs. Flet 1.0 notes: `ft.run` must own the main thread; background work via `page.run_thread`; FilePicker is
|
||||
awaited (`await ft.FilePicker().get_directory_path()`); dialogs via `page.show_dialog/pop_dialog`; running from
|
||||
source needs `flet-desktop` (declared) and web mode needs `flet-web`.
|
||||
- GUI scale: `theme.set_scale()` (library setting `ui.scale`, "auto" = halfway to Windows' AppliedDPI/96 under WSL (150 % → 125 %; full was too large), where the
|
||||
Linux window gets no Windows scaling; Settings → Appearance; applied at start). Sizes go through tokens or
|
||||
`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).
|
||||
- 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)
|
||||
- `errors.py`: `explain(exc)` (plain sentence for GUI + CLI), `is_connection_error`. Install/test jobs for the Frame
|
||||
(`Job.needs_frame`) that lose the connection go back to the queue front and the queue pauses (`jobs.paused`);
|
||||
`app._poll` retries every 10 s and resumes (owner-verified on the device 2026-10-02: the queue resumed after the
|
||||
connection was lost). Wake lock: agent v30 `keep_awake` (systemd-inhibit idle:sleep, idle-only
|
||||
fallback because polkit `inhibit-block-sleep` is auth_admin for non-local sessions), held while Frame jobs exist.
|
||||
- **Already converted inputs** (`analysis.is_overport_output`, e.g. the owner's library points at `PATCHED/` copies)
|
||||
are not converted again: a second OVRPort run replaced libovrplatformloader.so and dropped its DT_NEEDED on
|
||||
libovrstubs.so (Wallace & Gromit / Espire 2 crashed: cannot locate symbol ovr_…). Alt builds come from the saved
|
||||
`<pkg>.alt-noforcequit.apk`, else one OVRPort run (frame.ovrstubs relinks). `missing_ovr_symbols` only counts
|
||||
linked stub/compat libs. Converted copies in `output/` are removed after a Frame install (`build.keep_copies`).
|
||||
- Art: `.picked` marker = user's pick, automatic fetches never overwrite it and only fill missing kinds; a Meta
|
||||
result's picture is the OculusDB image shown in the picker (the ovrp image service served "dogfooding" placeholder
|
||||
covers for some packages, e.g. Asgard's Wrath 2). `steam_art_stale` → game page reminder. No store art → generated
|
||||
`cover.jpg`/`banner.jpg` (APK icon via `fetch.apk_icon`).
|
||||
- Game settings dialog (`ui/views/adapter_dialog.py`, metadata `patches/settings.UI`); plain patch summaries
|
||||
(`patches/summaries.py`, `Patch.summary`, "Show technical details" = setting `ui.patch_details`); share nudge
|
||||
(`views/game.should_ask_to_share`); saving a recipe keeps its status (was always "works").
|
||||
|
||||
## Hard-won facts (don't re-learn these)
|
||||
**Frame runtime (SteamOS 0.3.0, build 20260922):**
|
||||
@@ -54,7 +255,28 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
- **Tracking only works with the headset worn.** SSH/headless launches never reach VISIBLE/FOCUSED and poses have
|
||||
flags 0x3. So automated tests prove startup (process alive, instance/session created, frames paced), never visuals.
|
||||
|
||||
**Setup / pairing (2026-10-02, verified on the device):** Developer Mode = `"DevModeEnabled"` in
|
||||
`~/.local/share/Steam/config/config.vdf` (InstallConfigStore/developer), applied by Valve's
|
||||
`/usr/bin/steamos-polkit-helpers/steamos-devkit-mode --enable|--disable` (polkit allow_any: no password; enables/
|
||||
disables sshd, xrdp, steamos-devkit-service, debug port forwards; sentinel `/etc/steamos-devkit-enabled`). Steam
|
||||
re-asserts the config value at every start and rewrites config.vdf on exit → stop Steam, edit, helper, start.
|
||||
**Desktop Mode is a nested Plasma inside steam.service** (own XDG_RUNTIME_DIR `/run/user/1000/nested_plasma` + private
|
||||
D-Bus): `systemd-run --user` from Konsole fails ("Failed to connect to user scope bus") unless XDG_RUNTIME_DIR/
|
||||
DBUS_SESSION_BUS_ADDRESS point at `/run/user/$UID`, and stopping Steam ends the desktop and everything started in
|
||||
it → bootstrap.sh runs the Dev Mode job + Lepton request + `/paired` as a user unit (log `~/.cache/frameport-setup.log`);
|
||||
no sudo/password anywhere (verified: naive Frame → connected, password never set). Valve's devkit pairing (fallback,
|
||||
PC → Frame only): `POST :32000/register` with an **ssh-rsa** key (`connection.devkit_key`, `frame/devkit.py`) works only
|
||||
while Steam is in pairing mode (Settings → Developer → Pair new host), else 403 at once; approve hook waits 30 s.
|
||||
The Frame runs firewalld (22 and 32000 open). PC side: the setup server needs inbound TCP 8765–8767 — WSL's Hyper-V
|
||||
firewall blocks it silently (`DefaultInboundAction Block`): `pairing.ensure_reachable` adds a temporary rule via one
|
||||
UAC prompt, removed when the server stops (flag file in %TEMP%, max 35 min); hints per OS after 45 s without a request
|
||||
(`pairing.firewall_hint`). Flet 1.0 patches aren't thread-safe → `app.serialize_flet_updates()` (a dialog shown while a
|
||||
scan redraw ran never closed: "dropped a patch for unknown control").
|
||||
**Lepton:** needs an activity with category **LAUNCHER** (Quest apps often only have INFO → "APP_ACTIVITY is empty").
|
||||
**2D apps:** Lepton runs every app headless (`lepton.headless=true`, only OpenXR output reaches the headset) unless the app folder (`<base>/lepton-app/`) has a `lepton-show-flatscreen` file (liblepton/app_metadata.sh) → Waydroid window on gamescope; agent v28 `set_flatscreen` at finalize for `vr_kind == "none"`. Android 11's navbar covered the
|
||||
app's controls → patch `device.hide_navbar` (default on for vr_kind none, migration `flat_hide_navbar`) exports
|
||||
`qemu.hw.mainkeys=1` as a second line of `LEPTON_GFXRECON_FP_PROPS` (runtime alternatives failed, see
|
||||
docs/FRAME_RUNTIME.md). Verified in the headset 2026-10-02 (2048).
|
||||
Lepton = Steam app 3029110 (+ "Lepton Development" 3056000, needs Developer Mode). Per-game env: STEAM_COMPAT_INSTALL_PATH
|
||||
/DATA_PATH/SHADER_PATH, SteamAppId. Logs: `<base>/launch.log` and `~/.local/share/Steam/logs/lepton-logcats/steamlaunch-<appid>`.
|
||||
Containers are podman `lepton-steamlaunch-<appid>`. Some Unreal games create save dirs without u+rwx → launcher repairs every 2 s.
|
||||
@@ -63,6 +285,56 @@ since boot every game fails with `crun: create keyring …: Disk quota exceeded`
|
||||
`keyring = false` in `~/.config/containers/containers.conf` (agent `ensure_host_fixes`, bootstrap); leaked keys only
|
||||
go away with a reboot. Check usage: `grep "^ *1000:" /proc/key-users` (agent `info` → kernel_keys).
|
||||
|
||||
**Proton on the Frame (2026-09-29):** Steam registers ARM64 tools from app "Steam Frame ARM64 Compat List"
|
||||
(`proton_11-arm64` 4628740 needs SLR4-arm64 4185400; `proton-experimental-arm64` 4427310; `fex` 3127680) — not installed
|
||||
by default; `steam://install/<id>` only opens a dialog in the headset (agent `install_proton` mode `unattended` =
|
||||
appmanifest stubs + Steam restart; untested on device). Proton only sets up VR/wineopenxr when `SteamGameId` is set.
|
||||
Host OpenXR = SteamVR (`~/.config/openxr/1/active_runtime.json`). Steam VR games on the Frame (Pistol Whip etc.) are
|
||||
APKs via Lepton. Verified on the device: the app installs Proton itself (`installer.ensure_proton`: appmanifest stubs +
|
||||
Steam restart, ~90 s); Proton runs x86 code; wineopenxr gets registered; headless launches need DISPLAY/
|
||||
GAMESCOPE_WAYLAND_DISPLAY from Steam's environment (launch.sh imports them). The **Linux** SteamVR runtime supports
|
||||
XR_KHR_convert_timespec_time (only the Android runtime lacks it). **But it only accepts OpenXR 1.0 apps**: apiVersion
|
||||
1.1 → XR_ERROR_API_VERSION_UNSUPPORTED, and Proton 11's vrhelper asks for 1.1 → no VR at all (flat window; Revive:
|
||||
"Unable to load LibOVRRT DLL"). FramePort's layer (`native/xrlayer`, `artifacts/linux-arm64`, patch `pcvr.xr_timefix`,
|
||||
default on + one-time library migration in `core/library._migrate`) retries as 1.0. Proton's container (pressure-vessel)
|
||||
**drops `XR_API_LAYER_PATH`**, so the agent registers the layer as an explicit layer in
|
||||
`~/.local/share/openxr/1/api_layers/explicit.d/` (library: shared copy in `~/.local/share/frameport/xrlayer/`); it
|
||||
only loads when `XR_ENABLE_API_LAYERS` names it. Unreal PC VR games get
|
||||
`pcvr.no_crash_reporter` by default (`-nocrashreports` + CrashReportClient.exe renamed `.disabled` in the Frame copy)
|
||||
and `pcvr.oculus_unreal` (PC VR counterpart of overport's `patch_oculus_unreal`: UE's OculusHMD needs the Windows event
|
||||
`OculusHMDConnected`; launch.sh wraps the injector in `helpers/fp_oculushmd.exe` = `native/oculushmd`,
|
||||
`artifacts/win-x64`, which provides it until the game's job is empty; untested on the device yet).
|
||||
Rift games tried on the Frame: Rick and Morty (SteamVR build, no Revive: "OpenVR initialized!" with the layer; flat
|
||||
before — confirm in the headset), Lies Beneath (Oculus Store UE 4.23 build: delay-loads `LibOVRPlatform64_1.dll` =
|
||||
Platform SDK → crash 0xc06d007e; needs the Oculus app, FramePort doesn't replace it; also OVRPlugin's LibOVR shim
|
||||
reports "Unable to load LibOVRRT DLL" before any OpenXR call — likely needs a real Oculus runtime install, unverified).
|
||||
Launch tests ignore log files older than the launch (stale Proton/game logs used to be triaged). Revive injector CLI: `ReviveInjector.exe [/openxr] <exe path>`
|
||||
(joins args; logs to `%LOCALAPPDATA%\Revive\ReviveInjector.txt`). On WSL, run Windows programs from Windows paths
|
||||
(`\\wsl$` is unreliable), so PC mode copies Revive to `%LOCALAPPDATA%\FramePort`.
|
||||
FramePort never bypasses Oculus entitlement checks (Platform SDK games: flagged, PC mode with the Oculus app only).
|
||||
|
||||
**Upload speed (measured 2026-09-29):** via the home router (PC Wi-Fi → router → Frame wlan0) only 15-18 MB/s, the
|
||||
same for paramiko, OpenSSH and 4 parallel streams, so the network path is the limit, not the SSH code. Direct to the
|
||||
Frame's hotspot (`wlanap` 10.35.78.1; the owner's PC has Valve's USB Wi-Fi dongle on it) 83 MB/s OpenSSH / 97 MB/s
|
||||
paramiko; reading dumps from D: via WSL drvfs is then the cap (~82 MB/s). `Frame.fast_link()` (installer
|
||||
`transfer_link`, uploads ≥64 MiB) uses usb0 > wlanap when reachable **and** the host key matches the paired Frame.
|
||||
**Platform SDK detection** must include delay imports (`PEInfo.delay_imports`), modular Unreal's
|
||||
`*-OnlineSubsystemOculus-*.dll` and Ready At Dawn's `pnsovr.dll`: Robo Recall, Lies Beneath and Lone Echo I/II all use
|
||||
it; without the Oculus app they crash with 0xc06d007e (triage `delayload-missing`) — not fixable legitimately.
|
||||
GUI: Frame → Installed → folder icon = file browser (agent `list_files`, flags files missing vs the install
|
||||
manifest); Settings → About shows the bundled agent version and the Frame's.
|
||||
|
||||
**Revive under Proton arm64 (Lone Echo, 2026-09-29):** Revive's Detours hooks (LoadLibraryW/ExW, OpenEventW, the
|
||||
signature check) don't take effect: Wine's kernelbase is ARM64EC. The LibOVR shim in the game then does a plain
|
||||
`LoadLibrary("LibOVRRT64_1.dll")` search (exe dir, cwd, system32, windows, PATH — no registry, `OculusBase` or
|
||||
`LIBOVR_DLL_DIR` used by this build) → `Failed to initialize Oculus API (-3001)` (= Lies Beneath's "Unable to load
|
||||
LibOVRRT DLL"). A symlink `pfx/drive_c/windows/system32/LibOVRRT64_1.dll -> <base>/revive/LibReviveXR64.dll` (Wine
|
||||
maps a symlink to the already-loaded module) gets past it to **-3021 = ovrError_LibSignCheck**: the shim only accepts
|
||||
an Oculus-signed runtime. Next step (not done): make the runtime check pass without Detours, e.g. an injected helper
|
||||
that patches the game's import table (IAT) for LoadLibrary*/WinVerifyTrust, or a prefix-level override. This is
|
||||
runtime interop (what Revive does), not the Platform SDK licence check (which FramePort never touches).
|
||||
Uninstall (Quest, saves kept) used to leave `deployment.json` → still "installed"; fixed (agent v16).
|
||||
|
||||
**Discovery/network:** Developer-Mode SteamOS devices announce `_steamos-devkit._tcp` (TXT `login=steamos`) — use it;
|
||||
they don't publish `_ssh._tcp`. The Frame has several links: `wlan0` (home Wi-Fi), `wlanap` = its own hotspot at
|
||||
10.35.78.1/24 (a PC can join it directly), `usb0` = USB gadget network 10.86.200.233/29 (up when cabled to a PC).
|
||||
@@ -76,6 +348,22 @@ stopping Steam kills them → always run that work via `systemd-run --user` (the
|
||||
**overport:** always `--version=latest`; `--workspace` holds runtimes and **per-package keystores (password
|
||||
"password", alias "key") — never lose them**: updates must be signed with the same key or saves are lost on reinstall.
|
||||
Output is deterministic (same input + runtime → same bytes), which is what makes parity testing possible.
|
||||
**OVRPort 1.2.5 (2026-10-01, the fork's first release; CLI-only):** same commands (`patches [--json]`, `patch`, `help`,
|
||||
`install`), but `patch` rejects unknown/duplicate args, unknown patch ids and an empty `--patches=`
|
||||
(`tools/overport.patch` refuses empty lists). After patching it adds `libovrplatformcompat.so` itself when the platform
|
||||
loader lacks `ovrMessageType_ToString` (our `frame.ovrplatformcompat` then skips: same library). New patches (all off;
|
||||
`patches/overport.py`): `patch_ac_nexus_no_appsw_72/_90` (AC Nexus build 207706 only, exclusive),
|
||||
`patch_disable_meta_xr_audio_telemetry` (x86_64 emulators: hidden), `patch_vrapi_openxr` = OVRPort's VrApi adapter =
|
||||
the **unpatched** upstream of our `frame.vrapi_bridge` (`native/vrapi` unchanged since our 5e7df52), only usable with an
|
||||
experimental CLI built with `-PwithVrApi=true` (stable jars list it but fail). The owner prefers OVRPort's fixes over
|
||||
ours where they work as well (less to maintain): compare in the headset before switching a default.
|
||||
`frameport install <pkg> --apk <file>` installs a specific (test) build signed with the game's key.
|
||||
Headset results (2026-10-02, `PATCHED/_test-ovrport-1.2.5/TESTING.md`): OVRPort's own VrApi translator fails on the
|
||||
Frame (Climb 2: requests VkFormat 37 → crash; POTW: no GLES path, missing `vrapi_GetTextureSwapChainHandle`) → keep
|
||||
`frame.vrapi_bridge`; those two changes are upstream candidates. 1.2.5 builds (its platform compat, new permissions)
|
||||
work. AC Nexus: `patch_ac_nexus_no_appsw_90` is the catalog default (owner preferred 90 Hz); `STRICT` patches are only
|
||||
taken from a catalog recipe where `applies()` holds (the AC Nexus ones need build MAIN.450412.207706.final, else the
|
||||
whole overport run fails).
|
||||
|
||||
**Patching gotchas:**
|
||||
- UnityPy re-serialization breaks scene loading → patch QualitySettings ints in place.
|
||||
@@ -88,15 +376,293 @@ Output is deterministic (same input + runtime → same bytes), which is what mak
|
||||
- VrApi-direct engines (CryEngine Climb 2, POTW) need the VrApi bridge; the bridge drops whole frames on unknown layer
|
||||
types (→ black screen with audio).
|
||||
|
||||
**Steam Frame controller models (2026-09-30, not yet seen in a game):** adapter setting `controller_models`
|
||||
(`native/adapter/render_model.c`) emulates XR_FB_render_model and serves `files/framebridge/controller_{left,right}.glb`;
|
||||
agent v20 (`install_controller_models`, command `controller_models`) converts the Frame's SteamVR render models
|
||||
(folder name matching "frame" + left/right, OBJ+PNG, `openxr_grip` component → grip space) at finalize/set_settings.
|
||||
Valve's models are never committed or copied off the Frame. Only games that use Meta's runtime controller models
|
||||
benefit (manifest `RENDER_MODEL` permission/feature → suggested); **none of the 34 catalog games do** (they ship their
|
||||
own meshes: that would need per-game asset replacement). Model discovery and conversion
|
||||
checked on the device 2026-09-30: `/opt/steamvr/drivers/frame_controller/resources/rendermodels/frame_controller_{left,right}`
|
||||
(component OBJs in model space = the whole `<name>.obj`, one `_color.png` 2048² near-black, `openxr_grip` rotates about
|
||||
X only; hidden-by-default components like `status` are skipped) → ~2 MB glb each, ~1 s. Not yet seen in a game (none
|
||||
of the installed builds has the new adapter, and none requests runtime models), so whether Meta's SDK attaches runtime models at the grip pose is unverified.
|
||||
**overport's dispatcher (`libopenxr_loader.so`) only forwards functions in its own table** (`overportOXR: Unknown
|
||||
proc addr: …`), so adapter emulations of functions it doesn't know are unreachable. For XR_FB_render_model,
|
||||
`native/xrshim` fills the gap: OVRPlugin's `dlopen("libopenxr_loader.so")` string is rewritten to the shim (see
|
||||
native/README). Verified on the device with Toy Master (2026-09-30): `extension shim: xrLoadRenderModelFB -> FrameBridge`.
|
||||
Toy Master doesn't request a model after that (it uses its own), so the glb loading path is only unit-tested.
|
||||
|
||||
**Crash backtraces (2026-09-30):** Lepton writes tombstones only to `lepton-logcats/steamlaunch-<appid>/logcat-crash.log` (after "Dumping logcat"), not launch.log; agent v23 launch tests wait for it and return `crash_log`, triage gets it via `triage(..., crash=)` (not pid-filtered: tombstones come from crash_dump's pid). The guest is `userdebug` (`ro.debuggable=1`), so Lepton's Fossilize layer loads into every app whatever the APK's debuggable flag; it has no off switch. Fossilize crashed Deadpool VR on uninitialized attachment-reference pNexts (several, in FVulkanRenderPass and the render-target layout) → `frame.vk_sanitize` = `native/vkshim` (engine's `dlopen("libvulkan.so")` string → `libfp_vk.so`, wraps vkCreateRenderPass2/KHR, drops unreadable/wrong-sType pNexts; verified: game runs). overport's dispatcher aborts on swapchains > 4096 px (`cmp wN,#4096` in xrCreateSwapchain) → `frame.swapchain_limit` (verified with 4XVR, 7680×3840 accepted by the runtime). Both are default-on (parity classifies their rewrites as
|
||||
"expected"; library migration `quest_binary_fixes_v2`). The adapter shows cylinder layers (4XVR's movie screen) as ~15° quad strips (`cylinder_strips`, setting
|
||||
`cylinder_strips`); the runtime composites them at full resolution. Equirect (360°) layers are dropped: drawing
|
||||
them ourselves (GLES renderer in xrEndFrame: stutter, never showed 4XVR's VR video; Vulkan renderer: hung the
|
||||
Frame's GPU in AC Nexus; reading the newest *released* image broke 4XVR's theatre) was removed again on the owner's
|
||||
request — don't retry without a new approach. Converted layers must count as "swapped" or the original layer list
|
||||
is submitted (runtime returns -2 for every frame). A focus debounce (hiding the Frame's brief
|
||||
FOCUSED→VISIBLE→SYNCHRONIZED dips, which make 4XVR recenter) was also removed: AC Nexus stayed black with it (it
|
||||
hid 521 ms focus changes at start). The new approach (below) is per-game, off the app's render thread, GLES-only.
|
||||
|
||||
**360° layers / 4XVR (2026-09-30):** the Frame's Android SteamVR runtime (`/opt/steamvr/bin/androidarm64/vrclient.so`,
|
||||
mounted in Lepton as `/data/steamvr/runtime`) only composites quad + projection layers (cube/cylinder/equirect(2)
|
||||
are enum names only) — nothing to unlock. Per-game adapter settings (off by default, hooks installed only when on):
|
||||
`equirect_emul` (GLES only: a worker thread with a shared EGL context converts each 360° image to a cube map when it
|
||||
changes and draws one adapter projection layer from it for every frame with exactly that frame's views (the app's own
|
||||
projection views, else xrLocateViews at displayTime); xrEndFrame waits ≤6 ms for the worker's CPU submit, never the
|
||||
GPU. Learned in the headset: quads can't be a background (the Frame draws quad layers above all projection layers
|
||||
whatever the order: hid 4XVR's balcony/controllers), and the Frame doesn't reproject a projection layer from its own
|
||||
pose (images drawn only after head turns, or ahead from xrWaitFrame and sometimes late, wobbled);
|
||||
`equirect_flip/face/res/fps/stereo`), `stable_local`, `focus_hold` (only after 3 s FOCUSED, dips <600 ms),
|
||||
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
|
||||
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
|
||||
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
|
||||
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
|
||||
folder (`app_media_dirs`), `frameport frame send --app <pkg>`, GUI game page "Add videos" (players) / "Add videos &
|
||||
files…". A 4XVR webm stereo swapchain was refused with XR_ERROR_LIMIT_REACHED (-10) → right eye grey; our projection
|
||||
swapchain was halved (1536/eye) in case memory is the limit (unverified). Frame data snapshot
|
||||
(SteamVR runtimes, Lepton scripts, logs; never commit Valve binaries): `~/frameport-research/frame-data-2026-09-30/`.
|
||||
Not yet verified in the headset.
|
||||
|
||||
**Companion apps / intents (2026-10-03, tested with Stremio + 4XVR):** a second APK can be installed into a running
|
||||
Lepton container (`podman exec -i lepton-steamlaunch-<appid> pm install -g -S <size> < apk`) and runs there, VR
|
||||
included (4XVR in Stremio's flatscreen container: FrameBridge 72 fps, settings via LEPTON_ENV_FRAMEBRIDGE_CONFIG). But
|
||||
Lepton's services.jar (`ActivityStarter.execute`) intercepts **every** `android.intent.action.VIEW` with data (any
|
||||
scheme, explicit component or not, no property to disable): it writes `steam://openurl/<uri>` to `/lepton/steam.pipe`
|
||||
(= the host Steam client's `~/.steam/steam.pipe`) and starts nothing. So "open in external player" hand-offs (Stremio
|
||||
→ 4XVR) can't work inside Lepton; don't retry without Valve changing it. Lepton installs exactly one `*.apk` per app
|
||||
folder (two break `get_apk_path`).
|
||||
**Text input (2026-10-03, verified in the headset with Stremio VR):** Lepton's Android has no IME (`ime list` empty)
|
||||
and runs VR apps headless (`lepton.headless=true`): no Android window has input focus (`dumpsys input` FocusedWindows
|
||||
empty), so neither `input text`, a USB keyboard nor Steam's keyboard reach the app. `lepton-show-flatscreen` on a VR
|
||||
app keeps VR working (FrameBridge 72 fps) and gives the window focus; Steam's on-screen keyboard then opens for text
|
||||
fields. Unity's TMP_InputField on non-Quest Android waits for the system keyboard (`TouchScreenKeyboardShouldBeUsed`)
|
||||
and deselects a frame later unless `isKeyboardUsingEvents` (Android: `InPlaceEditing() && m_HideSoftKeyboard`);
|
||||
uGUI InputField's LateUpdate keeps the field when `InPlaceEditing()`. Patch `frame.unity_text_input` rewrites them
|
||||
(`mov w0,#0|#1; ret`) at Cpp2IL's **Offset** (= file offset; RVA differs by 0x4000 in Stremio's lib), Cpp2IL
|
||||
2022.1 pre-release (Unity 6 / metadata v31; Il2CppDumper can't), cached per libil2cpp sha. `/dev/uinput` has an ACL
|
||||
for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Frame") reaches everything with focus.
|
||||
Installing a second APK into a container with `pm install` re-runs Lepton's post-install hook on the **main** app
|
||||
(`lepton.active_app_id`; moves its files to /data/steam_app) and corrupts it on the next start (fix: touch the APK →
|
||||
re-bake); `cmd_real package install` skips the hook.
|
||||
**User reports (2026-10-04, issues #4-#10):** Steam shortcuts go to the signed-in account (`loginusers.vdf`
|
||||
MostRecent) else every account (agent v35 `library_users`; it used to refuse with >1 account → Play gave Steam's "Game
|
||||
configuration unavailable"); `launch` uses the shortcut's own appid and errors `NOT_IN_LIBRARY`, the app then adds it
|
||||
and plays. Unity IL2CPP fixes share one Cpp2IL run (`unity_text_input.Il2cppReturnPatch`, `ALL_TARGETS`, cache keyed by
|
||||
global-metadata.dat): `frame.unity_runtime_msaa_off` (OVRManager raises MSAA to 4x at runtime: "Switching to the
|
||||
recommended level" → Lucky's Tale restarted the headset; `OVRDisplay.get_recommendedMSAALevel` → 0) and
|
||||
`frame.unity_multipass` (Oculus XR Plugin multiview → MultiPass via `OculusSettings.GetStereoRenderingMode`; I Am Cat's
|
||||
right eye grey). Both checked against Toy Master's Cpp2IL output, not yet in a headset. VR4 quits itself (System.exit
|
||||
after the intro movie) → catalog `use_alt`. **Catalog changes reach existing games** without hardcoded migrations:
|
||||
recipes store `catalog_rev` (= `CatalogEntry.rev()`), `library._follow_catalog` re-derives non-user recipes whose entry
|
||||
changed; a maintained entry beats the user's shared copy when its `updated`/verified date is later (`catalog._newer`).
|
||||
**Round 2 of reports (2026-10-04):** VR4's campaign hang = one fragment shader reading an uninitialized loop counter
|
||||
(reporter's capture): vkshim `vk_shader_fix` setting (`<size>:<sha256>:<offset>:<words>`, from the recipe's `adapter:`;
|
||||
matched by size + SHA-256, words inserted into a copy) — on the device the module is fixed at load ("fixed shader
|
||||
module (6488 -> 6512 bytes)"); campaign itself not yet seen in a headset by us. Text settings (kind "str") stay out of
|
||||
the Game settings dialog (saving it dropped them). I Am Cat: `GetStereoRenderingMode` is inlined (no call sites) →
|
||||
`Il2cppReturnPatch.field_loads` rewrites the field read in `OculusLoader.Initialize` (Cpp2IL gives the field offset,
|
||||
`field:<name>`); verified with Toy Master: eye swapchains array=1 ×2 instead of array=2. Builds record `recipe_fp`
|
||||
(`patches/base.recipe_fingerprint`, `Patch.revision`): a changed recipe or revised patch shows "Update on Frame".
|
||||
Remembered Frames are found again after an address change (`Frame.relocate`: scan, same SSH host key, before
|
||||
login). Packaged apps show artwork by file path (`thumbs.use_file_paths`, #16). Diagnostics: this boot's kernel log.
|
||||
Device tests of requested games (2026-10-04, headless): I Am Cat, Myst 3.3.0, BattleGlide, Blade & Sorcery: Nomad
|
||||
start (RUNNING, frames). Roblox: SIGSEGV in je_free from libroblox.so ~3 s in (likely its anti-tamper vs the re-signed
|
||||
APK). BONELAB (Unity 2021.3 Vulkan, OVRPlugin 1.94): SIGSEGV with pc == fault addr in vkCreateInstance, called from
|
||||
libSLZQuestNative.so's Vulkan hooks into an unmapped (unloaded) library right after OVRPlugin's pre-init
|
||||
xrDestroyInstance; pinning openxr/vrclient libraries (RTLD_NODELETE) did NOT help — find the unloaded library with the
|
||||
linker's dlopen/dlclose logging next. Accounting+ (Unity 2017.4 built-in Oculus, libOVRPlugin + libvrapi): Unity
|
||||
never starts VR on the Frame (no OVRPlugin/OpenXR lines; runs as a 2D app), which is why its "controller setup"
|
||||
screen can't be passed — Unity 2017's Oculus device check, not the controller profiles. Cpp2IL can't read Unity 2017.
|
||||
The Frame's Android runtime (vrclient.so) knows oculus/touch_controller but not Meta's Touch Plus/Pro profiles
|
||||
(OVRPlugin suggests those too, routinely) → adapter `profile_remap`.
|
||||
Headset round 2 (2026-10-04): the Frame drops focus often (ms to 7 s; only some are presence/standby) → games pause
|
||||
or recentre (B&S Player.OnVRPresence → Teleport, BattleGlide/Unreal pauses); focus_hold now 1 s focused / 1 s max dip
|
||||
(longer must still pause). Myst crash = vrclient xrSyncActions race after FOCUSED → `sync_guard` (confirmed); its
|
||||
object glitches: app space warp suspected (FB_space_warp is advertised and used) → recipe `patch_disable_space_warp`.
|
||||
I Am Cat multipass: poses/times consistent, but every frame is submitted after the next xrWaitFrame (one period late;
|
||||
Zink + doubled draws) and the game clamps its physics step to 10 ms → judder while still; testing scale 0.8. Roblox's
|
||||
newest crash is on Fossilize's recording thread → vk_sanitize extended to own-engine libs (engine "Other").
|
||||
Accounting+: unity_oculus_check + native/ovrpshim (libfp_ovrp.so waits via ovrp_WaitToBeginFrame before Unity
|
||||
2017's ovrp_Update2) → VR in the headset at ~72 fps (2026-10-04), but stuck at "press any button" although input
|
||||
reaches its OVRInput cleanly (probe: both Touch connected 0x63, individual buttons, input focus 1) → works with issues.
|
||||
"outside of frame bounds" warnings stay (~2/frame) and are harmless.
|
||||
Steam library (GitHub #4/#21/#27, agent v38): shortcuts go to every Steam account (signed-in first; MostRecent isn't
|
||||
always the account on the Frame); stop_steam also waits for Steam's helpers; after the restart the agent re-reads
|
||||
shortcuts.vdf and writes once more if Steam put its old copy back (`shortcuts_lost`), else reports it. 0.6.3's Play
|
||||
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)
|
||||
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
|
||||
Desktop Mode is open. Verified on the device 2026-10-04 (install + launch test from the Frame). Library updates on the
|
||||
Frame run one at a time (agent v40 flock): two quick uninstalls used to bring a removed shortcut back (Roblox).
|
||||
Headset round 3 (owner's verdicts, 2026-10-04): Blade & Sorcery works — its freezes were the headset's wear sensor
|
||||
flickering off while worn (vrserver.txt "HMD off/on" 0.5-2 s) → per-game `focus_hold_ms=2500` (only this game reacts;
|
||||
not a default). BattleGlide works (focus_hold). Myst works with issues (object glitches; space warp ruled out, its
|
||||
recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Roblox unsupported (je_free in
|
||||
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
|
||||
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
|
||||
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
|
||||
`library.REFRESH_ON_UPDATE`); analysis fields added later still need a re-analysis. Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
|
||||
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
|
||||
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
|
||||
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
|
||||
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
|
||||
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
|
||||
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
|
||||
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
|
||||
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
|
||||
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
|
||||
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
|
||||
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
|
||||
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
|
||||
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
|
||||
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
|
||||
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
|
||||
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
|
||||
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
|
||||
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
|
||||
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
|
||||
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
|
||||
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
|
||||
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
|
||||
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
|
||||
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
|
||||
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
|
||||
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
|
||||
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
|
||||
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
|
||||
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
|
||||
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
|
||||
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
|
||||
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
|
||||
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
|
||||
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
|
||||
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
|
||||
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
|
||||
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
|
||||
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
|
||||
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
|
||||
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
|
||||
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
|
||||
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
|
||||
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
|
||||
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
|
||||
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
|
||||
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
|
||||
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
|
||||
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
|
||||
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
|
||||
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
|
||||
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
|
||||
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
|
||||
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
|
||||
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); buttons in the
|
||||
headset not yet confirmed. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
|
||||
Accounting+ works (owner, 2026-10-06).
|
||||
**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
|
||||
quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
|
||||
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
|
||||
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
|
||||
second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
|
||||
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
|
||||
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
|
||||
BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
|
||||
layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
|
||||
layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
|
||||
allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
|
||||
`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
|
||||
not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
|
||||
with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release.
|
||||
**Lepton storage (2026-09-30):** each app's /sdcard (= /storage/emulated/0 → `<base>/lepton-data/external`) has `Movies`/`Download`/`Documents` symlinked to the Frame's `~/Videos`/`~/Downloads`/`~/Documents` (liblepton/mounting.sh, only if they exist at start); agent v24 `storage_targets` reads that mapping. Android's MediaProvider canonicalises paths to /home/steamos/... and rejects every file ("doesn't appear under [/system/media...]"), `sm list-volumes` is empty: the media index never works, apps must browse folders. Lepton installs with `adb install -g` (runtime permissions granted, MANAGE_EXTERNAL_STORAGE too). Files: `install/files.py`, `frameport frame send|storage`, GUI Files tab (formerly Frame → Send files).
|
||||
**SteamVR per-app settings (2026-09-30):** editing steamvr.vrsettings while SteamVR runs is lost; the web API (127.0.0.1:27062 /app/setsettings) needs `x-steamvr-secret`. `native/vrsettings` = `fp_vrsettings.exe` (freestanding, OpenVR `FnTable:IVRSettings_003` as a Utility app, loads SteamVR's bin/win64/openvr_api.dll) sets them live and SteamVR persists them: section `steam.app.<shortcut appid>`, keys `preferredRefreshRate` (float) and `motionSmoothingOverride` (0 global, 1 on, 2 off, 3 always). Steam Link (vrlink) lists the Frame's rates 72/80/90/96/108/120/144 in vrserver.txt and follows the per-app preference ("host preferred N Hz"; whether the key is honoured is unverified in-headset yet). Judder metric: vrcompositor.txt session summary dropped + "Timed out. N total" (Stormland: 0 dropped but 313 timeouts in 2 min); fpsVR (`%LOCALAPPDATA%\fpsVR\*.json`, 0.1 ms histograms) gives p99 CPU/GPU ms. `pcvr.steamvr_tuning` (default on, PC only) applies on Play: highest rate whose budget ≥ p99×1.05, at least one step down, smoothing on.
|
||||
|
||||
**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).
|
||||
|
||||
**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.
|
||||
|
||||
## Releases
|
||||
Push a `v*` tag → CI builds Windows/macOS(arm64)/Linux bundles, signs Windows binaries with the self-signed
|
||||
certificate (secrets `WINDOWS_CODESIGN_PFX` base64 + `WINDOWS_CODESIGN_PASSWORD`; public cert `packaging/`,
|
||||
private copy only on the maintainer's machine + backup), ad-hoc signs the macOS app, adds build attestations and
|
||||
publishes a GitHub Release with SHA256SUMS. macOS x86_64 isn't built (cryptography cross-build fails).
|
||||
## Releases, CI, GitHub
|
||||
Maintainer-only notes (accounts, credentials, key locations) live in the git-ignored `CLAUDE.local.md`.
|
||||
Public repo `github.com/spoopyghosty0/frameport` (branch `main`). Push a `v*` tag → CI (`.github/workflows/build.yml`)
|
||||
tests, builds Windows x64 / macOS arm64 / Linux x64 bundles, signs, attests and publishes a GitHub Release
|
||||
(`FramePort-*.zip/.tar.gz`, the CLI wheel `frameport-<ver>-py3-none-any.whl`, `SHA256SUMS.txt`,
|
||||
`FramePort-selfsigned.cer`; notes = "What's new" from the annotated tag message + the short `packaging/release-footer.md`; owner: keep release
|
||||
notes short — a few "What's new" bullets, nothing long after them).
|
||||
Installed apps find the release themselves (self-update), so the notes are what users see in the update dialog.
|
||||
- **Dev builds (for testers, no release):** Actions → build → Run workflow (main), "dev" ticked, optional "notes"
|
||||
(what to test). The bundles get version `<next patch>.dev<run number>` (`scripts/dev_version.py`, not committed) and
|
||||
replace the rolling `dev` pre-release (`dev-release` job; same assets + SHA256SUMS). Automatic update checks ignore
|
||||
pre-releases; testers use Settings → Updates → "Install the latest dev build…" (`updates.check_dev`,
|
||||
`Updater.install_dev`). `parse_version` sorts 0.9.0 < 0.9.1.devN < 0.9.1, so testers get the next release normally.
|
||||
- **Release checklist:** bump `src/frameport/_version.py` (the only version; `scripts/package.py` fails a tag build
|
||||
whose tag ≠ `v<_version>`), commit, `git tag -a vX.Y.Z -m "FramePort X.Y.Z" -m "<What's new, Markdown bullets>"`,
|
||||
push the commit and the tag. Never publish a release without its `SHA256SUMS.txt` (the updater refuses it) and keep
|
||||
the asset names (`updates.ASSETS`) — renaming them breaks updating for every installed copy.
|
||||
- Signing is **free/self-signed by the owner's choice** (no paid certs, no SignPath): Windows binaries are signed with
|
||||
a self-signed "FramePort (self-signed)" code-signing cert (RSA 3072, valid to 2031, SHA-256
|
||||
`4E:12:98:91:62:C0:E4:50:FB:65:1D:34:BB:73:00:09:7B:78:BE:88:5C:A7:6C:42:23:46:9B:92:A1:59:A7:6E`); secrets
|
||||
`WINDOWS_CODESIGN_PFX` (base64) + `WINDOWS_CODESIGN_PASSWORD`. The private key is never committed (its
|
||||
location is in `CLAUDE.local.md`). macOS is ad-hoc signed only (Gatekeeper
|
||||
needs right-click → Open; notarization would need the paid Apple program). Users still see SmartScreen unless they
|
||||
import the .cer into Trusted Root.
|
||||
- CI gotchas: `flet build` needs `--yes --no-rich-output` (it prompts to install Flutter; rich output crashes the
|
||||
Windows console) plus PYTHONUTF8; macOS builds need `--python-version 3.12 --arch arm64` (cryptography has no wheels
|
||||
for flet's default Python / x86_64 cross-build), with a PyInstaller fallback step; `astral-sh/setup-uv` has no
|
||||
floating major tags after v7 → pin the exact version; force-moving a tag starts duplicate runs (cancel one).
|
||||
- macOS runner (2026-10-02): `macos-latest` jobs went unassigned (cancelled after 15 min, no steps); `macos-15`'s Xcode
|
||||
16.4 fails a Flutter plugin (`NWPath has no member`); `macos-26` (Xcode 26) builds with `flet build`. The PyInstaller
|
||||
fallback (`package.py --pyinstaller`) passes `--yes` so a failed `flet build`'s folder doesn't stop it at a prompt.
|
||||
- Windows PowerShell calls from Python (`updates._powershell()`): use `%SystemRoot%\System32\WindowsPowerShell\v1.0\
|
||||
powershell.exe` with `PSModulePath` removed from the environment — started under PowerShell 7 (CI's default shell,
|
||||
or a user's pwsh terminal) it couldn't run Get-AuthenticodeSignature (v0.3.0's Windows update smoke failed on it).
|
||||
`v0.3.0` is a tag without a release (that failed build); the updater shipped first in v0.3.1.
|
||||
- **Never start PowerShell with `DETACHED_PROCESS` from the packaged app**: it exits 0 without running anything (found
|
||||
in the 0.3.1→0.3.2 end-to-end test: the app quit, nothing updated). `updates.spawn_hidden` = CREATE_NEW_CONSOLE +
|
||||
hidden window; `apply()` waits until the script has logged that it runs and raises otherwise (the app then stays
|
||||
open). Windows installs of 0.3.1/0.3.2 can't update themselves: they need one manual download.
|
||||
- The Linux bundle is built on ubuntu-22.04: a 24.04-built Flutter bundle needs GLib 2.80 (`undefined symbol:
|
||||
g_once_init_enter_pointer` on 22.04).
|
||||
- **The repo is public: never commit personal data** — the Frame's IP address, the Steam user id, the owner's email,
|
||||
local home paths (native builds use `-ffile-prefix-map`). History was rewritten once to remove them.
|
||||
|
||||
## Heuristics (games not in the catalog)
|
||||
Each patch's `detect()` suggests itself from the Analysis; `applies()` says whether it can matter at all (the UI/CLI
|
||||
hide non-applicable patches; enabled ones are always shown). Rules learned from the 34 games:
|
||||
MR-only (PASSTHROUGH required + BOUNDARYLESS_APP) → force_passthrough, + USE_SCENE → scene_emul + meta_permissions;
|
||||
hand tracking required → controller_fix=0; OVRPlugin + ≥20 GiB → disable_space_warp; Unreal ≤4.21 or Unreal Meta XR
|
||||
Audio → nodebug; Oculus-OS class referenced by the Unreal audio build or ≥2 Meta libs → oculusos; legacy-VrApi Unity
|
||||
GLES with MSAA → unity_no_msaa; CryEngine → user.cfg r_variable_rate_shading=0; direct VrApi → bridge (+GL shim for
|
||||
GLAD/GLES); Unreal → alternate no-ForceQuit build. Score changes with
|
||||
`python scripts/eval_heuristics.py "<dumps>"` (catalog off vs verified recipes; currently 33/34 exact — Phantom's
|
||||
"use the no-ForceQuit build" is only detectable at runtime via triage). Add a rule → re-run the eval + `pytest -m games`.
|
||||
|
||||
## Frame operations
|
||||
- Find/connect: `frameport frame discover` / `frame info` (the remembered Frame is in `<user data>/frames.json`).
|
||||
- Power off over SSH: plain `systemctl poweroff` is refused by polkit for remote sessions; this works:
|
||||
`ssh steamos@<frame> 'systemd-run --user --wait --pipe --quiet systemctl poweroff'`. `sudo` needs the user's password
|
||||
(not known to Claude). A reboot clears leaked kernel keyrings.
|
||||
- Reinstalls keep one rollback copy (`<base>/previous-game.apk`, `settings.conf.previous`); `frameport frame cleanup`
|
||||
removes them (and `--path ~/X` extra folders under home).
|
||||
|
||||
## Project status (2026-10-02)
|
||||
Self-update, the Files tab, OVRPort 1.2.5, non-Quest Android apps (vr_kind) and GUI localisation (tr(), 0.3.x) are
|
||||
in; see the sections above. Earlier state (2026-09-29):
|
||||
34 Quest games ported; the owner confirmed in the headset that all FramePort-rebuilt games work: 23 work, 5 work with
|
||||
issues (Arcsmith/Time Stall eye distortion, AC Nexus some flipped launch text, Phantom DLC button, Silhouette hands),
|
||||
6 can't run (Sniper Elite VR, Espire 1, HITMAN, and the 32-bit Journey of the Gods / Shadow Point / Sports Scramble).
|
||||
Parity: all 34 rebuilt from the dumps match the known-good builds (`docs/parity-report.md`, generated locally and
|
||||
git-ignored; 34/34 again with OVRPort 1.2.5 on 2026-10-02) and were reinstalled +
|
||||
launch-tested with 0 regressions (`docs/parity-device-report.md`). `PATCHED/` holds exactly the installed builds.
|
||||
Owner preferences: manual installs (no third-party installer apps), Python + Flet, dynamic data over hardcoding,
|
||||
free tooling only, public repo scrubbed of personal data, keep the known-good backups.
|
||||
Rift/PC VR support (2026-09-29): implemented + unit-tested, not yet tried with a real Rift game on the PC or Frame
|
||||
(needs a Rift dump, and Proton installed on the Frame). Open ideas: exe-icon artwork for Rift games, macOS x86_64 bundle, USB-cable connection (Frame `usb0`, untested),
|
||||
the unresolved eye distortion, and testing the release bundles on real Windows/macOS machines (never launched yet).
|
||||
|
||||
## Conventions
|
||||
- Dynamic first: fetch live data (tool versions, overport patch list/titles, artwork, catalog) with cache + bundled
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
# Code of conduct
|
||||
|
||||
This project follows the [Contributor Covenant, version 2.1](https://www.contributor-covenant.org/version/2/1/code_of_conduct/).
|
||||
In short: be respectful and constructive, assume good faith, and keep discussions about the project. Harassment and
|
||||
personal attacks aren't tolerated.
|
||||
|
||||
Report unacceptable behaviour privately through a GitHub security advisory on this repository (it reaches the
|
||||
maintainer only). Reports are handled confidentially.
|
||||
@@ -0,0 +1,54 @@
|
||||
# Contributing
|
||||
|
||||
Thanks for helping. The quickest contributions:
|
||||
|
||||
- **A game works on the Frame?** In FramePort: the game's menu → **Share working config…** opens a prefilled issue
|
||||
with its recipe. Accepted configs become built-in recipes.
|
||||
- **Something doesn't work?** The game's menu → **Report a problem…** saves a diagnostics zip (personal data
|
||||
removed) and opens a prefilled issue to attach it to.
|
||||
|
||||
## Development
|
||||
```
|
||||
uv sync --extra dev # Python 3.11+, uv (https://docs.astral.sh/uv/)
|
||||
uv run frameport-gui # the app
|
||||
uv run frameport --help # the command line
|
||||
uv run pytest # tests (no headset or game files needed)
|
||||
uv run ruff check . # lint
|
||||
```
|
||||
- Code and architecture: `CLAUDE.md`, `docs/ARCHITECTURE.md`; per-game symptoms and fixes: `docs/PLAYBOOK.md`.
|
||||
- Interface wording: `docs/STYLE.md`. GUI texts go through `tr()`; after changing them run
|
||||
`python scripts/i18n_extract.py`.
|
||||
- Translations: see [Translating FramePort](#translating-frameport) below.
|
||||
- New fixes are patch modules (`src/frameport/patches/`), with a triage signature (`catalog/triage.yaml`), a PLAYBOOK
|
||||
row and a unit test.
|
||||
- Native binaries in `artifacts/` are rebuilt with `python native/build.py` (downloads the NDK).
|
||||
|
||||
## Adding a tested game
|
||||
|
||||
Tested a game on the Steam Frame? The easiest way is in FramePort: open the game → **…** → **Share working config…**.
|
||||
It opens a prefilled GitHub issue with the exact recipe; after review a workflow turns it into
|
||||
`catalog/games/<package>.yaml`. Without the app: [working config form](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml). Something doesn't run: the game's
|
||||
**Report a problem…** (diagnostics zip, personal data removed) or the [problem report form](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml).
|
||||
After catalog changes, regenerate the games list: `python scripts/compat_list.py`.
|
||||
|
||||
## Translating FramePort
|
||||
The app's texts (screens, help, patch and setting descriptions) can be translated; the command line, logs and
|
||||
diagnostics stay English. No programming needed:
|
||||
|
||||
1. Copy `src/frameport/locales/template.json` to `src/frameport/locales/<code>.json`, where `<code>` is the language
|
||||
code (`de`, `fr`, `pt`, `ja`, …).
|
||||
2. Add `"_language": "<the language's own name>"` (e.g. `"Deutsch"`); it's shown in Settings → Language.
|
||||
3. Fill in the values. Each key is the English text; leave a value empty to keep the English text. Plural entries
|
||||
have a list value: `["<one>", "<other>"]`. Keep `{placeholders}` such as `{title}` or `{n}` exactly as they are,
|
||||
and keep `…`, `·` and line breaks where the English has them.
|
||||
4. Try it: `uv run frameport-gui`, choose the language in Settings → Language, restart FramePort.
|
||||
5. Open a pull request with the file. When the English texts change, `python scripts/i18n_extract.py` refreshes the
|
||||
template; new texts then show in English until they're translated.
|
||||
|
||||
Wording rules for English (and a guide for tone) are in `docs/STYLE.md`.
|
||||
|
||||
## Ground rules
|
||||
- Use only games you own. Contributions that help bypass DRM, licence or entitlement checks, or that add game files,
|
||||
are not accepted.
|
||||
- Never commit personal data (IP addresses, user names, home paths, Steam IDs).
|
||||
- By contributing you agree to license your work under GPL-3.0-only.
|
||||
@@ -1,36 +1,136 @@
|
||||
# FramePort
|
||||
|
||||
Play your Meta Quest standalone games on the **Valve Steam Frame**. FramePort patches a Quest APK so it runs in the
|
||||
Frame's Lepton Android runtime, validates the result, installs it over Wi-Fi and adds it to your Steam library with
|
||||
artwork. Think Morphe/ReVanced Manager, for Quest → Steam Frame:
|
||||
[](https://github.com/spoopyghosty0/frameport/releases/latest)
|
||||
[](https://github.com/spoopyghosty0/frameport/actions/workflows/build.yml)
|
||||
[](https://github.com/spoopyghosty0/frameport/releases)
|
||||
[](LICENSE)
|
||||

|
||||

|
||||
|
||||
1. **Connect your Frame** once: the app shows one command to paste into the Frame's desktop terminal (it turns on SSH,
|
||||
trusts the app, and installs Lepton). After that the app finds the Frame on your network by itself.
|
||||
2. **Add games**: scan a folder of Quest dumps (APK + OBB) or add an APK.
|
||||
3. **Review patches**: every game gets suggested patches (overport's plus Steam Frame fixes), each with a reason.
|
||||
34 games have verified recipes; unknown games get heuristics.
|
||||
4. **Patch, validate, install**: signature/alignment/dependency checks, upload (resumable, skips data already on the
|
||||
Frame), Steam shortcut + artwork, and a headless launch test with log triage that suggests fixes.
|
||||
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.
|
||||
|
||||
FramePort downloads and manages its own tools (Java runtime, [overport](https://github.com/ovrport/app) CLI,
|
||||
apksigner). Nothing is installed system-wide, and no Android SDK/NDK is needed.
|
||||

|
||||
|
||||
## Install
|
||||
- **App bundles**: download from [Releases](https://github.com/spoopyghosty0/frameport/releases) (Windows x64, macOS
|
||||
Apple Silicon, Linux x64); see `docs/INSTALL.md` for the first-launch warning (self-signed / ad-hoc signed) and
|
||||
how to verify a download. Built by CI (`.github/workflows/build.yml`, `flet build`).
|
||||
- **From source**: `uv sync && uv run frameport-gui` (CLI: `uv run frameport --help`).
|
||||
> **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/).
|
||||
|
||||
## Status of tested games
|
||||
See `catalog/games/` (and the Library screen): 23 work, 5 work with issues, 6 can't run on the Frame (3 are 32-bit
|
||||
only; PC VR alternatives are listed). Details and how problems were solved: `docs/PLAYBOOK.md`.
|
||||
All 34 recipes were verified by rebuilding from the original dumps (`docs/parity-report.md`: 34/34 match the
|
||||
hand-made known-good builds) and reinstalling + launch-testing on a Frame (`docs/parity-device-report.md`: 0 regressions).
|
||||
## Features
|
||||
|
||||
## Legal
|
||||
Use only with games you own. FramePort does not download games. It is GPL-3.0-only because it bundles code derived
|
||||
from GPL-3.0 projects (Quest2Frame's hook technique in the adapter, the Android-XR-Bridge/OVRPort VrApi bridge).
|
||||
overport is downloaded from its official releases and is not redistributed.
|
||||
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
|
||||
[What it changes](docs/FRAME_SETUP.md).
|
||||
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
|
||||
[More](#type-on-frame).
|
||||
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test. Artwork that can't be found automatically can be picked from the stores or replaced with your own images.
|
||||
- **Per-game recipes:** a tested catalog plus detection rules; every patch explained in plain words.
|
||||
- **FrameBridge:** FramePort's OpenXR adapter emulates what the Frame natively lacks (passthrough, room, controller models,
|
||||
curved and 360° layers); game settings as simple switches.
|
||||
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
|
||||
tab with drag and drop.
|
||||
- **Linux apps:** install arm64 Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
|
||||
shortcut; they run natively on SteamOS.
|
||||
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
|
||||
view them and download them to your computer.
|
||||
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
|
||||
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
|
||||
|
||||
## Quick start
|
||||
|
||||
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** (keyboard icon on the sidebar's Frame card, the Steam Frame page, or a game's menu), select a text field in
|
||||
the headset and type: searches, logins, chat, in any app, in Steam or on the desktop. Paste longer text to type it in
|
||||
one go. Nothing to install: FramePort adds a virtual keyboard on the Frame while the window is open, without root.
|
||||
|
||||

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

|
||||
|
||||

|
||||
|
||||
## 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.
|
||||
|
||||
## 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!
|
||||
|
||||
**[List of tested games](docs/GAMES.md)**
|
||||
|
||||
**Tested something? Share it.** In FramePort open the game → **…** → **Share working config…** (it fills in the
|
||||
recipe for you) or **Report a problem…** (attaches a diagnostics zip with personal data removed). Without the app:
|
||||
[share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) · [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml). Shared configs become built-in recipes for everyone.
|
||||
|
||||
## Built on
|
||||
|
||||
[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).
|
||||
|
||||
## 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 |
|
||||
|
||||
## Development
|
||||
See `CLAUDE.md` (architecture, commands, findings) and `docs/ARCHITECTURE.md`.
|
||||
|
||||
```
|
||||
uv sync --extra dev
|
||||
uv run frameport-gui # the app
|
||||
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.
|
||||
|
||||
## License
|
||||
|
||||
GPL-3.0-only (includes GPL-3.0 code from OVRPort). Not affiliated with Valve or Meta.
|
||||
@@ -0,0 +1,8 @@
|
||||
# Security
|
||||
|
||||
FramePort talks to your Steam Frame over SSH with its own key and runs a small agent there; it also downloads tools
|
||||
and its own updates (checked against the release's SHA-256 sums and, on Windows, its signature).
|
||||
|
||||
To report a vulnerability, please open a GitHub security advisory for this repository (Security → Report a
|
||||
vulnerability) instead of a public issue. Include the FramePort version (`frameport --version`) and how to reproduce
|
||||
it. Fixes are released as normal updates; FramePort offers them automatically.
|
||||
@@ -0,0 +1,27 @@
|
||||
# Third-party notices
|
||||
|
||||
FramePort is GPL-3.0-only (see `LICENSE`). It includes or downloads the following third-party work.
|
||||
|
||||
## Included in this repository / the release bundles
|
||||
| Component | Where | License |
|
||||
|---|---|---|
|
||||
| OVRPort VrApi → OpenXR adapter (`native/vrapi`, github.com/Android-XR-Bridge/OVRPort), with FramePort's changes | `native/vrapi-bridge/`, `artifacts/arm64-v8a/libvrapi.so` | GPL-3.0 (`native/vrapi-bridge/LICENSE.upstream`) |
|
||||
| OVRPort platform compatibility library (`native/platform`) | `native/platformcompat/`, `artifacts/arm64-v8a/libovrplatformcompat.so` | GPL-3.0; Meta Platform SDK headers under the Meta Platform Technologies SDK License (`native/platformcompat/licenses/OCULUS-PLATFORM-SDK.txt`) |
|
||||
| Khronos OpenXR SDK headers | used to build the native layers | Apache-2.0 / MIT (`native/vrapi-bridge/licenses/OPENXR-SDK.txt`) |
|
||||
| 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 |
|
||||
| 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.
|
||||
|
||||
## Downloaded at run time (not redistributed)
|
||||
| Tool | Source | License |
|
||||
|---|---|---|
|
||||
| OVRPort / overport CLI | github.com/Android-XR-Bridge/OVRPort releases (fallback github.com/ovrport/app) | GPL-3.0 |
|
||||
| Eclipse Temurin JRE | api.adoptium.net | GPL-2.0 with Classpath Exception |
|
||||
| apksigner (Android build-tools) | dl.google.com Android repository | Apache-2.0 |
|
||||
| Revive (portable copy, only if Revive isn't installed) | github.com/LibreVR/Revive releases | GPL-3.0 |
|
||||
|
||||
Valve's Lepton, Proton and SteamVR, and Meta's software, are used on your devices as installed by Steam / Meta;
|
||||
FramePort doesn't distribute them.
|
||||
+3192
-95
File diff suppressed because it is too large.
Load diff
+13
-3
@@ -1,6 +1,16 @@
|
||||
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
|
||||
ca27ffa2122def910697ddcaff64f25cfdbc63e2017c738155866ff2fcdb5e12 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
|
||||
4724254982fa854de2134b15b936cfbd6bd244d51e5d72d5b51b85c60ef67321 ./arm64-v8a/libfp_ovrp.so
|
||||
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
|
||||
b5949e9e90e4c51e2733b9f6cd3c857a447552ac7291aec340407c27b034b600 ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
424d8e5cb15608ad627f9415df4c4665efd9358fed3447a5d3765279dc652f6b ./arm64-v8a/libframe_xrshim.so
|
||||
3bfd1261688ed766c0adb9172f44dd7d41cc6459f26205ce3069f536a52e4ab9 ./arm64-v8a/libglshim.so
|
||||
abf3533b9d02dc2e10d4849e99d850c2f232b039cc5c8761050bf7e129227c69 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
|
||||
f3aa9419155b8970617fc0d68527a73c39abc82303214c159194c439bb776fd6 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
bdfa906442edd83fc272efe6481e7c99260a0304578788bdcdb739afebb7efcf ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
1871eae093432d277da4bc751bf5f3269dfcf11f9168260b0c3caadb0dedb19d ./dex/oculusos-stubs.dex
|
||||
1aa733117cf57ccff7cf23f0425dbfd73b0332a3ef1c905ceeca0ccd0449c4e0 ./linux-arm64/XR_APILAYER_FRAMEPORT_timefix.json
|
||||
28c2430a02bbd8902c5bfb9562c6fd0e318654f9e05c095bfeb94b0450ab1b07 ./linux-arm64/libxr_frameport_timefix.so
|
||||
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
|
||||
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
|
||||
Binary file not shown.
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Binary file not shown.
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Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,11 @@
|
||||
{
|
||||
"file_format_version": "1.0.0",
|
||||
"api_layer": {
|
||||
"name": "XR_APILAYER_FRAMEPORT_timefix",
|
||||
"library_path": "./libxr_frameport_timefix.so",
|
||||
"api_version": "1.0",
|
||||
"implementation_version": "1",
|
||||
"description": "FramePort: XR_KHR_convert_timespec_time emulation for Proton games on the Steam Frame",
|
||||
"instance_extensions": [{"name": "XR_KHR_convert_timespec_time", "extension_version": "1"}]
|
||||
}
|
||||
}
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
+111
-36
@@ -1,59 +1,134 @@
|
||||
#!/usr/bin/env bash
|
||||
# FramePort one-time Steam Frame setup. Run in the Frame's Desktop Mode terminal (Konsole):
|
||||
# curl -fsSL http://<pc>:<port>/bootstrap.sh | bash
|
||||
# FramePort one-time Steam Frame setup. Run in the Frame's desktop terminal (SteamVR dashboard -> Launch a program
|
||||
# -> Desktop, then System -> Konsole):
|
||||
# curl -fsS <pc-ip>:<port>/<code> | bash
|
||||
# (the FramePort app shows the exact line and serves this script while its Setup page is open).
|
||||
#
|
||||
# What it does (asks before anything that needs sudo):
|
||||
# 1. sets a password for the 'steamos' user if it has none (sudo needs one)
|
||||
# 2. enables the SSH server (sshd)
|
||||
# 3. authorizes the FramePort app's SSH key (no password needed afterwards)
|
||||
# 4. announces this Frame on the local network (avahi service "_frameport._tcp") so the app finds it
|
||||
# 5. checks for Valve's Lepton Android runtime and asks Steam to install it if missing
|
||||
# What it does (no password, no sudo):
|
||||
# 1. authorizes the FramePort app's SSH key (no password needed afterwards)
|
||||
# 2. configures podman for Lepton (avoids a kernel keyring leak after ~200 game starts)
|
||||
# 3. turns on Developer Mode if it's off (Valve's own helper; it also enables the SSH server and announces the
|
||||
# Frame on the network as a SteamOS devkit). Steam restarts for that, which closes Desktop Mode: the rest
|
||||
# runs on its own as a user service and the Frame returns to its normal view.
|
||||
# 4. asks Steam to install Valve's Lepton Android runtime if it's missing, then tells the app it's done
|
||||
# Log of the part that runs on its own: ~/.cache/frameport-setup.log
|
||||
set -euo pipefail
|
||||
PC_URL="__PC_URL__" # filled in by the app when serving the script
|
||||
PAIR_CODE="__PAIR_CODE__"
|
||||
say() { printf '\n\033[1;36m==> %s\033[0m\n' "$*"; }
|
||||
|
||||
DEVKIT_HELPER=/usr/bin/steamos-polkit-helpers/steamos-devkit-mode
|
||||
STEAM_CONFIG=~/.local/share/Steam/config/config.vdf
|
||||
JOB=~/.cache/frameport-setup.sh
|
||||
LOG=~/.cache/frameport-setup.log
|
||||
|
||||
# Desktop Mode on SteamOS is a nested Plasma session inside steam.service, with its own XDG_RUNTIME_DIR and D-Bus:
|
||||
# systemctl/systemd-run --user only reach the user's systemd through the real runtime dir.
|
||||
user_systemd() {
|
||||
XDG_RUNTIME_DIR="/run/user/$(id -u)" DBUS_SESSION_BUS_ADDRESS="unix:path=/run/user/$(id -u)/bus" "$@"
|
||||
}
|
||||
|
||||
say "FramePort setup for $(hostname) ($(. /etc/os-release; echo "$NAME $VERSION_ID"))"
|
||||
|
||||
if ! passwd -S "$USER" 2>/dev/null | grep -q ' P '; then
|
||||
say "Your user has no password yet. SteamOS needs one for sudo (and as an SSH fallback)."
|
||||
passwd
|
||||
fi
|
||||
|
||||
say "Enabling the SSH server (sudo)"
|
||||
sudo systemctl enable --now sshd
|
||||
|
||||
say "Authorizing the FramePort app's key"
|
||||
key=$(curl -fsSL "$PC_URL/key?code=$PAIR_CODE")
|
||||
key=$(curl -fsS "$PC_URL/key?code=$PAIR_CODE")
|
||||
[[ "$key" == ssh-ed25519\ * ]] || { echo "Could not fetch the app's key from $PC_URL (is the app still open?)"; exit 1; }
|
||||
mkdir -p ~/.ssh && chmod 700 ~/.ssh && touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
|
||||
grep -qxF "$key" ~/.ssh/authorized_keys || echo "$key" >> ~/.ssh/authorized_keys
|
||||
|
||||
say "Announcing this Frame on the network (avahi)"
|
||||
svc="<?xml version=\"1.0\" standalone='no'?>
|
||||
<!DOCTYPE service-group SYSTEM \"avahi-service.dtd\">
|
||||
<service-group>
|
||||
<name replace-wildcards=\"yes\">FramePort on %h</name>
|
||||
<service><type>_frameport._tcp</type><port>22</port><txt-record>user=$USER</txt-record><txt-record>pair=$PAIR_CODE</txt-record></service>
|
||||
</service-group>"
|
||||
echo "$svc" | sudo tee /etc/avahi/services/frameport.service >/dev/null || true
|
||||
sudo systemctl enable --now avahi-daemon >/dev/null 2>&1 || true
|
||||
sudo systemctl reload avahi-daemon >/dev/null 2>&1 || true
|
||||
|
||||
say "Configuring podman for Lepton"
|
||||
# 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
|
||||
|
||||
say "Checking for Lepton (Valve's Android runtime)"
|
||||
if ls ~/.local/share/Steam/steamapps/common/Lepton/lepton >/dev/null 2>&1; then
|
||||
echo "Lepton found."
|
||||
# The rest: Developer Mode (if needed), Lepton, telling the app. As a file, so it can run as its own user service:
|
||||
# stopping Steam ends Desktop Mode and every program started in it, this terminal included.
|
||||
mkdir -p ~/.cache
|
||||
cat >"$JOB" <<'JOB'
|
||||
set -u
|
||||
MODE=$1 PC_URL=$2 PAIR_CODE=$3 CONFIG=$4 HELPER=$5
|
||||
log() { echo "$(date +%T) $*"; }
|
||||
if [[ $MODE == devmode ]]; then
|
||||
sleep 5 # let the user read the terminal before Desktop Mode closes
|
||||
# Steam re-applies "DevModeEnabled" from config.vdf at every start (calling Valve's helper) and rewrites
|
||||
# config.vdf when it exits: stop Steam, set the value, run the helper (pkexec, allowed without a password), start.
|
||||
log "stopping Steam"
|
||||
systemctl --user stop steam.service
|
||||
for _ in $(seq 40); do pgrep -x steam >/dev/null || break; sleep 1; done
|
||||
if pgrep -x steam >/dev/null; then
|
||||
log "Steam didn't stop"
|
||||
systemctl --user start steam.service
|
||||
exit 1
|
||||
fi
|
||||
cp "$CONFIG" "$CONFIG.before-frameport"
|
||||
python3 - "$CONFIG" <<'PY'
|
||||
import re, sys
|
||||
path = sys.argv[1]
|
||||
text = open(path, encoding="utf-8").read()
|
||||
if re.search(r'"DevModeEnabled"\s+"\d+"', text):
|
||||
text = re.sub(r'("DevModeEnabled"\s+)"\d+"', r'\1"1"', text)
|
||||
else: # Steam keeps it in InstallConfigStore/developer
|
||||
lines, keys, key, at = text.splitlines(keepends=True), [], None, None
|
||||
for i, line in enumerate(lines):
|
||||
s = line.strip()
|
||||
if s == "{":
|
||||
keys.append((key or "").lower())
|
||||
if keys == ["installconfigstore", "developer"]:
|
||||
at = ("in", i, line[:len(line) - len(line.lstrip())] + "\t")
|
||||
break
|
||||
elif s == "}":
|
||||
if keys == ["installconfigstore"]: # end of the top section without a developer block
|
||||
at = ("new", i, line[:len(line) - len(line.lstrip())] + "\t")
|
||||
break
|
||||
keys.pop()
|
||||
elif re.fullmatch(r'"[^"]*"', s):
|
||||
key = s.strip('"')
|
||||
if at is None:
|
||||
sys.exit("unexpected config.vdf layout")
|
||||
kind, i, ind = at
|
||||
if kind == "in":
|
||||
lines.insert(i + 1, f'{ind}"DevModeEnabled"\t\t"1"\n')
|
||||
else:
|
||||
lines[i:i] = [f'{ind}"developer"\n', f"{ind}{{\n", f'{ind}\t"DevModeEnabled"\t\t"1"\n', f"{ind}}}\n"]
|
||||
text = "".join(lines)
|
||||
open(path, "w", encoding="utf-8").write(text)
|
||||
PY
|
||||
rc=$?
|
||||
[[ $rc == 0 ]] && { "$HELPER" --enable; rc=$?; }
|
||||
log "Developer Mode: $([[ $rc == 0 && -f /etc/steamos-devkit-enabled ]] && echo on || echo "failed ($rc)")"
|
||||
systemctl --user start steam.service
|
||||
[[ $rc == 0 ]] || exit 1
|
||||
for _ in $(seq 90); do pgrep -x steam >/dev/null && break; sleep 1; done
|
||||
sleep 20 # let Steam finish starting before asking it for anything
|
||||
fi
|
||||
if [[ -e ~/.local/share/Steam/steamapps/common/Lepton/lepton ]]; then
|
||||
log "Lepton found"
|
||||
else
|
||||
echo "Lepton is missing. Make sure Developer Mode is on (Settings > System > Developer)."
|
||||
echo "Asking Steam to install it now; confirm in Steam, or launch 'Lepton Development' from your library once."
|
||||
(steam steam://install/3029110 >/dev/null 2>&1 &) || true
|
||||
log "asking Steam to install Lepton (confirm it in Steam)"
|
||||
steam steam://install/3029110 >/dev/null 2>&1 &
|
||||
fi
|
||||
if curl -fsS "$PC_URL/paired?code=$PAIR_CODE&user=$(id -un)&host=$(hostname)" >/dev/null; then
|
||||
log "told FramePort: done"
|
||||
else
|
||||
log "couldn't reach FramePort at $PC_URL"
|
||||
fi
|
||||
JOB
|
||||
|
||||
if [[ -f /etc/steamos-devkit-enabled ]]; then
|
||||
say "Developer Mode is on"
|
||||
bash "$JOB" finish "$PC_URL" "$PAIR_CODE" "$STEAM_CONFIG" "$DEVKIT_HELPER" 2>&1 | tee "$LOG"
|
||||
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
|
||||
exit 0
|
||||
fi
|
||||
|
||||
curl -fsS "$PC_URL/paired?code=$PAIR_CODE&user=$USER&host=$(hostname)" >/dev/null 2>&1 || true
|
||||
say "Done. Return to FramePort on your PC: this Frame should now appear as connected."
|
||||
say "Turning on Developer Mode"
|
||||
if [[ ! -x "$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."
|
||||
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."
|
||||
@@ -0,0 +1,20 @@
|
||||
package: cn.vr4p.oculus4xvrplayerov
|
||||
title: 4XVR Video Player
|
||||
status: works
|
||||
notes: 'Native OpenXR GLES video player. 360 theatres/videos (equirect2 layers, which the Frame lacks) are drawn
|
||||
by FrameBridge''s equirect_emul; stable_local/focus_hold stop the menu recentring; scale 0.75 keeps the menu screen
|
||||
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.'
|
||||
tested_version: 2.0.22
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
stable_local: 1
|
||||
focus_hold: 1
|
||||
scale: 0.75
|
||||
verified:
|
||||
date: '2026-10-01'
|
||||
source_hint: 4XVR Video Player
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.Aldin.WotW
|
||||
title: 'Waltz of the Wizard: Extended Edition'
|
||||
status: works
|
||||
notes: From what I tested, it just works. My only complaint is that the haptics go pretty crazy. But I don't remember
|
||||
what it was like when I played it in my Quest. So it could be fine. 100% playable.
|
||||
tested_version: 5.0.8.1578
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 44
|
||||
source_hint: WotW
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.Appnori.AllInOneSports
|
||||
title: AllInOneSports
|
||||
status: works
|
||||
tested_version: 1.9.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: a1f9535ac569068bba25f137f131db9d4c3e997c072f3e790beac8ffef701fe3
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 13
|
||||
source_hint: All In One Sports
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.Armature.SportsScramble
|
||||
title: Sports Scramble (Santa Cruz)
|
||||
tested_version: '1.0'
|
||||
source_hint: Sports Scramble v88+1.0
|
||||
source_hint: Sports Scramble
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
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
|
||||
no-ForceQuit build is kept. Diagnosed and confirmed on a Frame by the reporter of GitHub issue 10.
|
||||
tested_version: '2.3'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
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
|
||||
verified:
|
||||
date: '2026-10-02'
|
||||
known_good_sha256: 40ff74e37264b28ae8826923b69d0731d9620094c76462be34159643d6ae91b3
|
||||
app: 0.3.4
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 26
|
||||
issue: 1
|
||||
updated: '2026-10-04'
|
||||
source_hint: Resident Evil 4
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.Astrea.Gundam
|
||||
title: 'Mobile Suit Gundam: Silver Phantom'
|
||||
tested_version: 1.1.58.402
|
||||
source_hint: Mobile Suit Gundam- Silver Phantom v868+1.1.58.402
|
||||
source_hint: 'Mobile Suit Gundam- Silver Phantom'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.BithellGames.Arcsmith
|
||||
title: Arcsmith
|
||||
tested_version: '1.128'
|
||||
source_hint: Arcsmith v128+1.128
|
||||
source_hint: Arcsmith
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: issues
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.BolverkGames.GenotypeGame
|
||||
title: Genotype
|
||||
tested_version: '1.8'
|
||||
source_hint: Genotype v922+1.8
|
||||
source_hint: Genotype
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,36 @@
|
||||
package: com.CMGames.IntoTheRadius2
|
||||
title: Into The Radius 2
|
||||
status: works
|
||||
notes: Plays well (owner-verified 2026-10-05). Space warp is off, the headset's brief focus losses are hidden
|
||||
(focus_hold, up to 2.5 s), only Valve's foveation layer is loaded (its render-pass optimizer removed the fog) and
|
||||
an invalid depth resolve in Unreal's render passes is dropped (vk_spec_fixes; it made models flicker and windows
|
||||
show behind them). Needs FramePort 0.10.0 or newer. Loading a save can take over a minute.
|
||||
details: Unreal Engine 5 game that uses Meta's Application SpaceWarp (extra motion-vector and depth swapchains). OVRPort's
|
||||
patch_disable_space_warp doesn't reach Unreal Engine 5, so FrameBridge's hide_space_warp hides XR_FB_space_warp and
|
||||
removes the space warp info from the eye images. Working config shared in GitHub issue 35. In the headset
|
||||
(2026-10-05) the Frame dropped focus for 0.4 s and 1.0 s within ten seconds and Unreal paused each time; loading a save
|
||||
shows no frames for 40-80 s while the game's Sentry SDK (debug mode) logs its breadcrumbs. Valve's VALVE_rpo
|
||||
(render-pass optimizer) Vulkan layer removes the game's fog (owner-verified 2026-10-05; with only VALVE_fdm_injection
|
||||
loaded the fog renders), which also hid the distance culling; ruled out for the remaining pop-in - Vulkan occlusion
|
||||
query slots, Valve's FDM layer. The cause, found with Khronos' validation layer (vk_validation) - Unreal's render
|
||||
passes use Qualcomm's shader resolve (VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM) together with a depth resolve
|
||||
of a single-sampled depth attachment (VUID-VkSubpassDescription2-flags-04908, -03179), harmless on Quest's driver,
|
||||
wrong depth on the Frame's Mesa; the Vulkan shim's vk_spec_fixes drops that resolve.
|
||||
tested_version: 1.2.4
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
hide_space_warp: 1
|
||||
focus_hold: 1
|
||||
focus_hold_ms: 2500
|
||||
vk_spec_fixes: 1
|
||||
lepton_env:
|
||||
VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 35
|
||||
min_app: 0.10.0
|
||||
source_hint: Into The Radius 2
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.CyanWorlds.Myst
|
||||
title: Myst
|
||||
status: issues
|
||||
notes: Minor graphical glitches on some objects.
|
||||
details: The crash is in the Frame's SteamVR runtime (vrclient.so CVRInputLatest::UpdateActionStateInternal via
|
||||
xrSyncActions) on the first input sync after focus, in 2 of 4 headset sessions. sync_guard serialises input syncs
|
||||
with event polling and pauses them for 250 ms after focus returns (confirmed in the headset, no crash). The object
|
||||
glitches are not application space warp (turning it off didn't change them and ran slightly worse).
|
||||
tested_version: 3.3.0
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
sync_guard: 1
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: Myst
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.CyanWorlds.Riven
|
||||
title: Riven
|
||||
status: works
|
||||
notes: Plays as expected.
|
||||
tested_version: 1.9.0
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: 7c211588f39c21d67998ac6a6aeb44a8ad66c6551a1b0feb1bcf44e2cef98bdf
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 26
|
||||
source_hint: Riven
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.DigitalLode.Espire1
|
||||
title: 'Espire 1: VR Operative (Quest Edition)'
|
||||
tested_version: 1.13.36
|
||||
source_hint: Espire 1- VR Operative v2025+1.13.36
|
||||
source_hint: 'Espire 1- VR Operative'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.DigitalLode.Espire2
|
||||
title: Espire 2
|
||||
tested_version: 1.7.13
|
||||
source_hint: Espire 2- Stealth Operatives v9187+1.7.13
|
||||
source_hint: 'Espire 2- Stealth Operatives'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.FireproofStudios.TheRoomVR
|
||||
title: The Room VR
|
||||
status: works
|
||||
notes: Plays normally (it used to stay on a grey screen).
|
||||
details: Unity 2018.4 with built-in Oculus support. It started VR only with frame.unity_oculus_check, then Unity's
|
||||
render thread crashed in the GL driver (Zink) when OVROverlay copied a 4x4 fade texture into its overlay layer;
|
||||
frame.unity_no_overlay_copy skips that copy (the fade still works). frame.unity_runtime_msaa_off keeps the eye buffer
|
||||
at one sample (also GitHub issue 38).
|
||||
tested_version: '1.02'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_no_overlay_copy
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 38
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: The Room VR
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.FuturLab.PowerWashSimulator
|
||||
title: PowerWash Simulator VR
|
||||
tested_version: 2.5.0
|
||||
source_hint: PowerWash Simulator VR v3055+2.5.0
|
||||
source_hint: PowerWash Simulator VR
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
package: com.GhostlyBirdGames.BattleGlide
|
||||
title: BattleGlide
|
||||
status: works
|
||||
notes: Freezes from the headset's brief focus losses are hidden (focus_hold).
|
||||
details: The Frame drops the session out of focus for ~0.5 s every few seconds (11 times in 80 s of play) and Unreal
|
||||
pauses each time; focus_hold hides dips up to 1 s once the game has been focused for 1 s. Longer dips (real
|
||||
interruptions) still pause it.
|
||||
tested_version: 0.4.1 (BETA)
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
adapter:
|
||||
focus_hold: 1
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: BattleGlide
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.JustAddWater.SniperEliteVR
|
||||
title: Sniper Elite VR
|
||||
tested_version: '1.03'
|
||||
source_hint: Sniper Elite VR v35713+1.03
|
||||
source_hint: Sniper Elite VR
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.JustAddWater.SniperEliteVR_EN
|
||||
title: 'Sniper Elite VR: Winter Warrior'
|
||||
tested_version: 1.0.1
|
||||
source_hint: Sniper Elite VR- Winter Warrior v125+1.0.1
|
||||
source_hint: 'Sniper Elite VR- Winter Warrior'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
package: com.NewFolderGames.IAmCat
|
||||
title: I Am Cat
|
||||
status: works
|
||||
notes: Steady view with pose_consistency (the judder is gone).
|
||||
details: Unity 2022.3 with the Oculus XR Plugin falls back to GLES (Zink) on the Frame, where its single-pass
|
||||
(multiview) rendering drew the right eye wrong (GitHub issue 8); frame.unity_multipass renders each eye in its own
|
||||
pass (OculusSettings.GetStereoRenderingMode + its inlined read in OculusLoader.Initialize). Poses and frame times
|
||||
are consistent, but every frame reaches the runtime one display period late (two passes on Zink) and the game
|
||||
clamps its physics step to 10 ms. The judder came from the game locating its views about three times per frame and
|
||||
getting slightly different poses each time; FrameBridge pose_consistency returns the same views for repeated
|
||||
queries of one display time (proposed in GitHub issue 8). The grey right eye on the loading screen is still open.
|
||||
tested_version: 1.4.0.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_multipass
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
pose_consistency: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 8
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: I Am Cat
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.NewFolderGames.IAmMonkey
|
||||
title: I Am Monkey
|
||||
status: works
|
||||
notes: Its intro video plays through FrameBridge's video panels.
|
||||
details: The game plays its intro on a panel that an Android media player (ExoPlayer) draws into
|
||||
(XR_KHR_android_surface_swapchain). The Frame's runtime lists that extension but refuses the call, so the panel had
|
||||
no image and the game stayed black waiting for the video (GitHub issue 25). The adapter's surface_emul (on by
|
||||
default) hands the player a real Android Surface and copies each video frame into an ordinary swapchain the panel
|
||||
shows.
|
||||
tested_version: 1.0.5
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
issue: 25
|
||||
updated: '2026-10-04'
|
||||
source_hint: I Am Monkey
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.Novelab.Demeter
|
||||
title: Demeter
|
||||
tested_version: 1.1.0
|
||||
source_hint: Demeter v53+1.1.0
|
||||
source_hint: Demeter
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.Sanzaru.Wrath2
|
||||
title: Asgard's Wrath 2
|
||||
tested_version: 12.1.1689309
|
||||
source_hint: Asgards Wrath 2 v5513+12.1.1689309
|
||||
source_hint: Asgards Wrath 2
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.Solfar.InDeath
|
||||
title: 'In Death: Unchained'
|
||||
tested_version: 1.8.0
|
||||
source_hint: In Death- Unchained v123248087+1.8.0
|
||||
source_hint: 'In Death- Unchained'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,15 @@
|
||||
package: com.StressLevelZero.BONELAB
|
||||
title: BONELAB
|
||||
status: unsupported
|
||||
notes: Crashes while starting its graphics (Vulkan); no fix yet.
|
||||
details: SIGSEGV in vkCreateInstance, called from the game's own Vulkan hooks (libSLZQuestNative.so) into code that no
|
||||
longer exists, right after OVRPlugin's pre-initialization creates and destroys an OpenXR instance. Keeping the
|
||||
runtime (vrclient.so) and Steam's Fossilize layer loaded didn't help, so the stale pointer is to memory freed with
|
||||
that first instance.
|
||||
tested_version: 1.2974.57485
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: BONELAB
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.TeamPanoptes.SilhouetteVR
|
||||
title: Silhouette
|
||||
tested_version: 1.3.0
|
||||
source_hint: Silhouette v200090+1.3.0
|
||||
source_hint: Silhouette
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: issues
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.Ubisoft.ACNexusVR
|
||||
title: Assassin's Creed Nexus
|
||||
tested_version: MAIN.450412.207706.final
|
||||
source_hint: Assassins Creed Nexus VR v207706+MAIN.450412.207706.final
|
||||
source_hint: Assassins Creed Nexus VR
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: issues
|
||||
@@ -9,8 +9,11 @@ notes: Some launch warning text is still upside down; the rest of the UI is fixe
|
||||
may not work.
|
||||
details: Ubisoft online login may not work. Data folder holds raw assets (start0..2, .climb, bundles), not .obb
|
||||
files; install to obb as-is.
|
||||
overport_extra:
|
||||
- patch_ac_nexus_no_appsw_90
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 89644a12bf8df956fa3d3a9a40540ba9e1fb62f63494714a05c9f05984383ac8
|
||||
no_appsw_90: '2026-10-02, OVRPort 1.2.5 (owner: 90 Hz felt better than 72 Hz; same known issues)'
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.VRFactory.VRBartender
|
||||
title: BARTENDER VR SIMULATOR
|
||||
tested_version: 1.9.2.7
|
||||
source_hint: BARTENDER VR SIMULATOR v1338+1.9.2.7
|
||||
source_hint: BARTENDER VR SIMULATOR
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.ViteiBackroom.Powder
|
||||
title: Carve Snowboarding
|
||||
tested_version: '1.09'
|
||||
source_hint: Carve Snowboarding v585+1.09
|
||||
source_hint: Carve Snowboarding
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.Warpfrog.BladeAndSorcery
|
||||
title: 'Blade & Sorcery: Nomad'
|
||||
status: works
|
||||
notes: The headset's brief focus losses are hidden (focus_hold, up to 2.5 s).
|
||||
details: The Frame's runtime drops focus now and then (mostly 1.5-7 s, some only milliseconds); the game pauses
|
||||
("System menu opened", the world freezes) and re-aligns the player when focus returns (Player.OnVRPresence ->
|
||||
Teleport, the sideways jump). They match the headset's wear sensor flickering off while worn (SteamVR "HMD off" 0.5-2
|
||||
s), which only this game reacts to; focus_hold hides dips up to 2.5 s here. Rendering keeps 72 fps throughout.
|
||||
tested_version: 1.3.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
focus_hold: 1
|
||||
focus_hold_ms: 2500
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: Blade & Sorcery Nomad
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.YourCompany.RoboRecall
|
||||
title: Robo Recall
|
||||
tested_version: '1.0'
|
||||
source_hint: Robo Recall- Unplugged v47091+1.0
|
||||
source_hint: 'Robo Recall- Unplugged'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.beatgames.beatpaber
|
||||
title: Beat Saber (co-existence build)
|
||||
status: works
|
||||
notes: A Beat Saber build with its own package name, so a modded and an unmodded Beat Saber can be installed side by
|
||||
side.
|
||||
details: The submitted build's app label was very long and the game didn't appear in the Frame's Steam library (GitHub
|
||||
issue 27, a shortcut Steam dropped again; fixed in 0.7.0); the recipe's title names it.
|
||||
tested_version: 1.45.1_27839
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 9965b01d5d1a3707bce1762f60d5419ce3e89bc095c63586f6940bb69696e9fd
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 29
|
||||
source_hint: Beat Saber
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.beatgames.beatsaber
|
||||
title: Beat Saber
|
||||
status: works
|
||||
tested_version: 1.40.8_7379
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: ee720e040931f2547f7611e58ec5ad72d86e800dd4cf3135f576019683f2f359
|
||||
app: 0.6.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 6
|
||||
source_hint: Beat Saber
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.camouflaj.manta
|
||||
title: 'Batman: Arkham Shadow'
|
||||
tested_version: 1.4.1-350961
|
||||
source_hint: Batman- Arkham Shadow (Inc Lang Packs) v350961+1.4.1-350961
|
||||
source_hint: 'Batman- Arkham Shadow'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
package: com.camouflaj.salmon
|
||||
title: Marvel's Iron Man VR
|
||||
status: works
|
||||
tested_version: 0.1.0-250068
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 41e0ab90f622afd50accb0b6e2553520d30a6cc82e5ab4cbb2341b48f7316a71
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
issue: 47
|
||||
source_hint: Marvel's Iron Man VR
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.coatsink.nexus
|
||||
title: Shadow Point
|
||||
tested_version: '1.4'
|
||||
source_hint: Shadow Point v47+1.4
|
||||
source_hint: Shadow Point
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.com.spectralgames.Medieval
|
||||
title: Medieval Dynasty New Settlement
|
||||
tested_version: '2.4'
|
||||
source_hint: Medieval Dynasty New Settlement v233+2.4
|
||||
source_hint: Medieval Dynasty New Settlement
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
package: com.crowscrowscrows.AccountingPlus
|
||||
title: Accounting+
|
||||
status: works
|
||||
notes: Plays normally, including the "press any button" screen after choosing to sit or stand.
|
||||
details: Unity 2017.4 built-in Oculus support. frame.unity_oculus_check gets VR started (Meta's system-app check and
|
||||
the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. The motion warning after the stance selection
|
||||
waits for a mouse click (Input.GetMouseButtonDown), which a Quest delivers for the controller press and Lepton never
|
||||
does; the same library now counts a newly pressed trigger or A/B/X/Y as that click.
|
||||
tested_version: 1.24.35
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_oculus_check
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.11.0
|
||||
source_hint: Accounting+
|
||||
@@ -1,8 +1,8 @@
|
||||
package: com.crytek.climb2
|
||||
title: The Climb 2
|
||||
tested_version: '2.2'
|
||||
source_hint: The Climb 2 v974+2.2
|
||||
engine: Other
|
||||
source_hint: The Climb 2
|
||||
engine: CryEngine
|
||||
xr: VrApi
|
||||
status: works
|
||||
notes: 'CryEngine direct VrApi (Vulkan): VrApi bridge + platform compat; user.cfg disables VRS.'
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
package: com.enhanceexperience.tetriseffect
|
||||
title: TetrisEffect
|
||||
status: works
|
||||
notes: Opened the game, messed around with the menu, and played the first level. Works great.
|
||||
tested_version: 2.0.2
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 9ea10027ad8b7aefba8c14f23575c9cbbcaf3b38d12b971ea9c06635721b23c1
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 45
|
||||
source_hint: tetriseffect
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.forcefieldxr.timestall
|
||||
title: Time Stall
|
||||
tested_version: '1.0'
|
||||
source_hint: Time Stall v631960+1.0
|
||||
source_hint: Time Stall
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: issues
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.gritGames.Nope
|
||||
title: NOPE CHALLENGE
|
||||
tested_version: 1.0.964.7166
|
||||
source_hint: NOPE CHALLENGE v964+1.0.964.7166
|
||||
source_hint: NOPE CHALLENGE
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.iillusions.bamgame
|
||||
title: BAM
|
||||
tested_version: '1.2'
|
||||
source_hint: BAM v2786+1.2
|
||||
source_hint: BAM
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.iillusions.spacepiratetrainerquest
|
||||
title: Space Pirate Trainer Quest
|
||||
status: works
|
||||
tested_version: '1.97'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: 711d87e6c1fa14fdcdc8bab5792657523d0281b5d904f7f1abafd98f3189d2c0
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 14
|
||||
source_hint: Space Pirate Trainer
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.lakento.dinosquest
|
||||
title: Dinosaur Island
|
||||
status: works
|
||||
tested_version: 1.7.5
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: 41ecbc728dc533eebcc3980e140fe1764fbd1958735d8a299c63fa9cda13a923
|
||||
app: 0.6.2
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 12
|
||||
source_hint: DINOSAUR ISLAND
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.nDreams.PhantomQuest
|
||||
title: 'Phantom: Covert Ops'
|
||||
tested_version: '1.2'
|
||||
source_hint: Phantom- Covert Ops v498003+1.2
|
||||
source_hint: 'Phantom- Covert Ops'
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: issues
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
package: com.nexxr.nexplayer
|
||||
title: NEX Player
|
||||
status: works
|
||||
notes: 'Confirmed in the headset by the owner (2026-10-01): 72 fps, local 2D/360/3D videos play (it browses /sdcard/Movies
|
||||
itself). USB-drive browsing can''t work in Lepton.'
|
||||
tested_version: 1.3.1.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-01'
|
||||
source_hint: NEX - NEXt-Gen Video Player
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.noghost.thegrandgetaway
|
||||
title: Wallace & Gromit in The Grand Getaway
|
||||
tested_version: 1.0.34
|
||||
source_hint: Wallace & Gromit in The Grand Getaway v141+1.0.34
|
||||
source_hint: Wallace & Gromit in The Grand Getaway
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.owlchemylabs.jobsimulator
|
||||
title: Job Simulator
|
||||
status: works
|
||||
tested_version: 1.4.0.6515
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
|
||||
app: 0.6.2
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 11
|
||||
source_hint: Job Simulator
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.parkline.wander
|
||||
title: Wander
|
||||
status: works
|
||||
tested_version: '0.3569'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: c0c9de22b3646f35009a53796757d26f8d4e95259713f26a18fae2be995b23aa
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 17
|
||||
source_hint: Wander
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.playful.LuckysTale
|
||||
title: Lucky's Tale
|
||||
status: works
|
||||
notes: Plays normally; touching a save slot no longer freezes the Frame (haptic_fix).
|
||||
details: Touching a save slot vibrates the controller through XR_FB_haptic_amplitude_envelope; OVRPort's OpenXR
|
||||
loader converts that envelope with the duration in nanoseconds read as seconds and allocates an enormous buffer, so
|
||||
the Frame ran out of memory and froze (found by the GitHub issue 9 reporter). FrameBridge's extension shim turns the
|
||||
envelope into a plain vibration before OVRPort's loader sees it (haptic_fix). Brief pauses came from the headset's
|
||||
wear sensor flickering, now hidden by focus_hold (on by default).
|
||||
tested_version: 1.0.55
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 9
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: Luckys Tale
|
||||
@@ -0,0 +1,28 @@
|
||||
package: com.qcxr.qcxr
|
||||
title: QuestCraft
|
||||
status: works
|
||||
notes: Minecraft runs in VR (Vivecraft, about 72 fps; drops while worlds load). Needs FramePort 0.10.0 or newer for
|
||||
the picture (older versions show black). On first start QuestCraft downloads its Java runtime, which didn't unpack on
|
||||
the Frame once (see details).
|
||||
details: QuestCraft downloads its Java runtime (JRE.zip from QuestCraft's GitHub releases) into files/runtimes/JRE
|
||||
on first start; on the Frame that step once left nothing behind ("libjvm.so not found"; unpacked by hand). Two
|
||||
Frame fixes, both owner-verified 2026-10-05. (1) Minecraft 1.21.5 checks GL errors strictly and aborted with
|
||||
"OpenGL error 1282", an error the Frame's Mesa (Zink) reports where Quest's driver doesn't; QuestCraft's GL-to-GLES
|
||||
layer (LTW) ignores GL errors when LIBGL_NOERROR is set, which Lepton passes from LEPTON_ENV_LIBGL_NOERROR. (2) LTW
|
||||
passes desktop GL_DEPTH_COMPONENT32 through, which Mesa rejects, so every framebuffer was incomplete and the picture
|
||||
black; frame.ltw_depth (automatic for APKs with libltw.so) loads GLES through a shim that asks for
|
||||
GL_DEPTH_COMPONENT32F. Left over, harmless so far - Mesa still reports about 4 GL_INVALID_OPERATION per frame
|
||||
("in glthread", so the call is unknown; mesa_glthread=false would name it).
|
||||
tested_version: 6.0.0-RC4
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
lepton_env:
|
||||
LEPTON_ENV_LIBGL_NOERROR: '1'
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
updated: '2026-10-05'
|
||||
source_hint: QuestCraft
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.resolutiongames.abvriop.santacruz
|
||||
title: palazzo_santacruz
|
||||
status: works
|
||||
notes: Played a few levels. Passthrough also works.
|
||||
tested_version: 3.7.6.10866-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 394214a68297c1e5b019dc4f65b145e7bd0e98604205616364e0c151c1afd894
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 46
|
||||
source_hint: abvriop
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.resolutiongames.cookinggame
|
||||
title: Cook-Out
|
||||
status: works
|
||||
tested_version: 1.20.0.10625-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: 7217649c503adf76f3a959fc72858c446c2a42a9ce9e209286977b1950397915
|
||||
app: 0.6.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 3
|
||||
source_hint: com.resolutiongames.cookinggame
|
||||
@@ -0,0 +1,14 @@
|
||||
package: com.roblox.client
|
||||
title: Roblox
|
||||
status: unsupported
|
||||
notes: Crashes on its first VR frame on the Frame.
|
||||
details: SIGSEGV on Roblox's render thread right after it re-creates its eye swapchains (format 37, which the Frame
|
||||
doesn't offer, retried as sRGB 43) — in its own code or inside the runtime's xrBeginFrame. No integrity or login
|
||||
check involved; also needs an online login once it runs.
|
||||
tested_version: 2.741.1051
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: Roblox
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.sigtrapgames.undercover
|
||||
title: Under Cover
|
||||
tested_version: 1.1.3r2
|
||||
source_hint: Under Cover v10147+1.1.3r2
|
||||
source_hint: Under Cover
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.steelcrategames.keeptalkingandnobodyexplodes
|
||||
title: Keep Talking and Nobody Explodes
|
||||
status: works
|
||||
tested_version: 1.10.15
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: 1a6f18e6d7b077e2662c7e633d473018067f4c871f5c45c4632c58233feaeac5
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 15
|
||||
source_hint: Keep Talking and Nobody Explodes
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.stremio.vrone
|
||||
title: Stremio
|
||||
status: works
|
||||
notes: 'Unity 6 VR media centre (its interface is web pages in Vuplex 3D WebView). Text fields closed at once on the
|
||||
Frame (no system keyboard): frame.unity_text_input keeps them selected and device.text_input_window shows the
|
||||
Android window so Steam''s on-screen keyboard (or Type on Frame from the PC) types into them; confirmed in the
|
||||
headset by the owner (2026-10-03), who confirmed it working. Note: the add-ons page can stay blank in VR (the
|
||||
add-on sync itself succeeds). "Play in an external player" can''t reach another app: Lepton sends every link to
|
||||
Steam''s browser.'
|
||||
details: 'Patches: frame.unity_text_input (TMP_InputField.TouchScreenKeyboardShouldBeUsed -> false,
|
||||
isKeyboardUsingEvents -> true; uGUI InputField too), device.text_input_window (lepton-show-flatscreen).'
|
||||
tested_version: 0.7.5
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
source_hint: Stremio
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.thunderful.legobricktales
|
||||
title: LEGO® Bricktales
|
||||
tested_version: '2.1'
|
||||
source_hint: LEGO Bricktales v201449+2.1
|
||||
source_hint: LEGO Bricktales
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
package: com.twistedpixelgames.PILO
|
||||
title: Marvel's Deadpool VR
|
||||
status: works
|
||||
notes: 'Unreal (Vulkan): Lepton''s Fossilize layer crashed on uninitialized render-pass pNexts; frame.vk_sanitize
|
||||
fixes it. Confirmed working in the headset by the owner (2026-10-01).'
|
||||
details: Needs frame.vk_sanitize (native/vkshim) and frame.swapchain_limit; space warp disabled (32 GiB OVRPlugin
|
||||
game).
|
||||
tested_version: 1.0.40.356975.Quest
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
overport_extra:
|
||||
- patch_disable_space_warp
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
verified:
|
||||
date: '2026-10-01'
|
||||
source_hint: Marvels Deadpool VR
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.twistedpixelgames.POTW_App
|
||||
title: Path of the Warrior
|
||||
tested_version: 21.11.10.358057
|
||||
source_hint: Path of the Warrior v498+21.11.10.358057
|
||||
source_hint: Path of the Warrior
|
||||
engine: Other
|
||||
xr: VrApi
|
||||
status: works
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.xrgames.hitman3reloaded
|
||||
title: 'HITMAN 3 VR: Reloaded'
|
||||
tested_version: 0.0.3469 main-14813cc56
|
||||
source_hint: HITMAN 3 VR- Reloaded v3469+0.0.3469
|
||||
source_hint: 'HITMAN 3 VR- Reloaded'
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
status: unsupported
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
package: gg.trs.grappa
|
||||
title: Journey of the Gods
|
||||
tested_version: 1.0.479431
|
||||
source_hint: Journey of the Gods v479431+1.0.479431
|
||||
source_hint: Journey of the Gods
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
package: org.wiicompiled.quest
|
||||
title: WiiCompiled VR
|
||||
status: issues
|
||||
notes: 'To add a game: in FramePort''s Files tab, upload your .wcgame file to this game''s storage, folder
|
||||
Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/Import, then open WiiCompiled (it imports the newest
|
||||
file there; one at a time). Once your game is imported, turn on "Start straight in VR" (and off "Show the app''s
|
||||
Android window") and update it on the Frame: it then opens in VR without the flat launcher window, which otherwise
|
||||
stays in view (turn it off again to import another game). The right eye jitters during races.'
|
||||
details: A native Mario Kart Wii recompilation (needs your own disc as .wcgame files built by the WiiCompiled
|
||||
launcher on a computer). Lepton's Android has no document picker, so the launcher's "Import from computer" and
|
||||
"select disc image" buttons fail (ActivityNotFoundException for OPEN_DOCUMENT); its Import folder is read when the
|
||||
launcher opens instead. The game's libmain.so has its own OpenXR loader and talks to the Frame's runtime directly
|
||||
(FrameBridge isn't in its path); the right-eye jitter in races comes from its stereo replay of the race view, so it
|
||||
needs a fix in WiiCompiled itself. The launcher is a flat Android window (shown with lepton-show-flatscreen) that
|
||||
stays in view after it starts the VR part (QuestActivity, process :game); frame.start_activity makes QuestActivity
|
||||
the start activity (owner-verified 2026-10-05, opens straight in VR), but it skips the launcher's import step, so it
|
||||
stays off by default.
|
||||
tested_version: 0.4.0-quest
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
- frame.vk_sanitize
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-05'
|
||||
source_hint: WiiCompiled
|
||||
@@ -0,0 +1,23 @@
|
||||
package: rift.rick_and_morty_virtual_rick_ality
|
||||
title: 'Rick and Morty: Virtual Rick-ality'
|
||||
kind: rift
|
||||
tested_version: v2288226
|
||||
source_hint: 'Rick and Morty - Virtual Rick-ality'
|
||||
engine: Unity
|
||||
xr: OpenVR
|
||||
status: works
|
||||
notes: Runs on the Frame under Proton without Revive (this build talks to SteamVR directly). Slight stutter.
|
||||
details: The dump's executable already uses SteamVR (OpenVR), so it is installed as it is; Proton's VR bridge only
|
||||
starts with FramePort's OpenXR layer (the Frame runtime accepts OpenXR 1.0 apps only). Confirmed in the headset.
|
||||
as_is: true
|
||||
pcvr:
|
||||
- pcvr.xr_timefix
|
||||
pcvr_remove:
|
||||
- pcvr.revive
|
||||
verified:
|
||||
date: '2026-09-29'
|
||||
target: frame
|
||||
frame_os: SteamOS 0.4.2 (build 20260928.6175029)
|
||||
proton: proton_11-arm64
|
||||
exe: Rick and Morty - Virtual Rick-ality/RickAndMortyVR.exe
|
||||
exe_sha256: 01678ebd02edec86258c482fbb5d00f3f0474e1a6515a905531f81df1a80ec50
|
||||
@@ -0,0 +1,20 @@
|
||||
package: rift.superhot_vr
|
||||
title: SUPERHOT VR
|
||||
status: works
|
||||
notes: 'Supports SteamVR/OpenXR itself: runs directly, without Revive.'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
kind: rift
|
||||
pcvr:
|
||||
- pcvr.xr_timefix
|
||||
- pcvr.steamvr_tuning
|
||||
pcvr_remove:
|
||||
- pcvr.revive
|
||||
as_is: true
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 143dd3c6a93a45819a98e3cca8fd1535b461cdf860c927d955ca54815faf5d7b
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
issue: 28
|
||||
source_hint: SUPERHOT VR
|
||||
@@ -1,7 +1,7 @@
|
||||
package: studio.NewFolderGames.ToyMaster
|
||||
title: Toy Master
|
||||
tested_version: 1.1.2
|
||||
source_hint: Toy Master v6+1.1.2
|
||||
source_hint: Toy Master
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
@@ -0,0 +1,22 @@
|
||||
package: unity.SUPERHOT_Team.SUPERHOT_VR_QA
|
||||
title: SUPERHOT VR
|
||||
status: works
|
||||
notes: Quest version. Needs FramePort's launcher from agent 41 (reinstall once) so the game can write its saves.
|
||||
details: Unity 2018.4 with built-in Oculus support (GLES). Its eye swapchains (GL_RGBA8, then a 16-bit format) are
|
||||
created as sRGB by the adapter's swapchain_fix. The game creates its cloud save folder with mode 1700 and quits at
|
||||
start when it can't write there ("Something failed to initialize. Quitting!"); the launcher now gives every folder
|
||||
in the game's storage owner and group write permission.
|
||||
tested_version: '1.161'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: SUPERHOT VR
|
||||
@@ -1,15 +1,19 @@
|
||||
package: us.lighthaus.nanocellx
|
||||
title: Nano
|
||||
tested_version: '1.711'
|
||||
source_hint: Nano v334+1.711
|
||||
source_hint: Nano
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
notes: Needed Oculus OS telemetry class stubs.
|
||||
notes: Needs Oculus OS telemetry class stubs and the no-ForceQuit build (the normal build quits right after
|
||||
starting).
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
date: '2026-10-02' # owner-confirmed with the no-ForceQuit build
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: 31469d50b8ee292597291db7cc3bc3eca8e851f533cd92bba0d64214893580cc
|
||||
frame:
|
||||
- frame.oculusos
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
use_alt: true
|
||||
@@ -1,7 +1,7 @@
|
||||
package: xyz.muware.hunt.vr
|
||||
title: H.U.N.T
|
||||
tested_version: 0.1.2
|
||||
source_hint: H.U.N.T v11+0.1.2
|
||||
source_hint: H.U.N.T
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
status: works
|
||||
|
||||
+194
-2
@@ -13,6 +13,16 @@ signatures:
|
||||
severity: fatal
|
||||
diagnosis: 32-bit-only APK. The Steam Frame has no AArch32; this cannot run. Use the PC (Rift) version via Revive.
|
||||
suggest: []
|
||||
- id: unity-render-crash
|
||||
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
|
||||
severity: fatal
|
||||
diagnosis: Unity's render thread crashed inside the Frame's GL driver (Mesa/Zink); the picture freezes or stays grey. Known triggers - an OVROverlay copy (try "Unity - skip OVROverlay layers", e.g. The Room VR), MSAA switched on at runtime, a GPU hang (zink DEVICE LOST).
|
||||
suggest: [frame.unity_no_overlay_copy, frame.unity_runtime_msaa_off]
|
||||
- id: swapchain-rect-invalid
|
||||
pattern: 'xrEndFrame failed -25\b'
|
||||
severity: fatal
|
||||
diagnosis: The runtime rejects the game's frames because an image rect reaches past its swapchain (by a few pixels on some Frames); the game stops drawing (e.g. stuck at a "Waiting" box). FrameBridge from FramePort 0.11.0 clamps the rects - rebuild and reinstall the game.
|
||||
suggest: [frame.adapter]
|
||||
- id: missing-ovr-symbol
|
||||
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovrMessageType_ToString)'
|
||||
severity: fatal
|
||||
@@ -36,6 +46,7 @@ signatures:
|
||||
use_alt: true
|
||||
- id: swapchain-format
|
||||
pattern: 'xrCreateSwapchain.*(-26|FORMAT_UNSUPPORTED)|swapchain format .* rejected'
|
||||
unless: 'FrameBridge:\s+retry (samples=1|format=\d+) result=0' # the adapter's fallback worked
|
||||
severity: error
|
||||
diagnosis: The Frame rejected the swapchain format (GLES games must use sRGB formats, no MSAA).
|
||||
suggest: [adapter.swapchain_fix]
|
||||
@@ -43,7 +54,43 @@ signatures:
|
||||
pattern: 'zink.*DEVICE[_ ]LOST|VK_ERROR_DEVICE_LOST'
|
||||
severity: fatal
|
||||
diagnosis: The GPU hung (Zink/Mesa). For GLES Unity games MSAA render-to-texture is the usual cause.
|
||||
suggest: [frame.unity_no_msaa]
|
||||
suggest: [frame.unity_no_msaa, frame.unity_runtime_msaa_off]
|
||||
- id: unity-runtime-msaa
|
||||
pattern: 'recommended MSAA level is [248]\. Switching to the recommended level'
|
||||
severity: info
|
||||
diagnosis: The game's OVRManager turns MSAA on at runtime (QualitySettings can't keep it off). On GLES this can
|
||||
hang the Frame's GPU or restart the headset; if it does, keep it off in the game's code.
|
||||
suggest: [frame.unity_runtime_msaa_off]
|
||||
- id: runtime-input-crash
|
||||
pattern: 'vrclient\.so[^\n]*(UpdateActionStateInternal|sxr_xrSyncActions)'
|
||||
severity: fatal
|
||||
diagnosis: The Frame's runtime crashed in its controller-input code (xrSyncActions), typically right after the game
|
||||
got focus. sync_guard serialises input syncs and pauses them briefly after focus returns.
|
||||
suggest: [adapter.sync_guard]
|
||||
- id: focus-dip-teleport
|
||||
pattern: 'OnVRPresence[^\n]*Teleport'
|
||||
severity: warning
|
||||
diagnosis: The game moves the player when the headset reports presence again, which the Frame's brief focus dips
|
||||
trigger (the view jumps). focus_hold hides dips under 600 ms.
|
||||
suggest: [adapter.focus_hold]
|
||||
- id: unity-vr-device-none
|
||||
pattern: 'NewtonVR.*(not setup properly|no headset found)|Loaded VR device: None|XR: Oculus could not be loaded'
|
||||
severity: fatal
|
||||
diagnosis: Unity didn't start its Oculus VR device (older Unity checks for Meta's system apps first), so the game
|
||||
runs as a hidden 2D app.
|
||||
suggest: [frame.unity_oculus_check]
|
||||
- id: sdl-no-clipboard
|
||||
pattern: 'ClipboardManager\.addPrimaryClipChangedListener|SDLClipboardHandler\.<init>'
|
||||
severity: fatal
|
||||
diagnosis: An SDL app (SDL2 / LÖVE) crashed at start because Lepton's Android has no clipboard service.
|
||||
suggest: [frame.sdl_clipboard]
|
||||
- id: controller-profile-rejected
|
||||
pattern: 'PATH_UNSUPPORTED.*xrSuggestInteractionProfileBindings|xrSuggestInteractionProfileBindings.*(-48|PATH_UNSUPPORTED)'
|
||||
severity: info
|
||||
diagnosis: The runtime rejected controller bindings for a profile it doesn't know (Meta's Touch Plus/Pro). Usually
|
||||
harmless (Meta's OVRPlugin suggests plain Touch too); a game that suggests only these gets them again as Touch
|
||||
(profile_remap, on by default; log "controller profile ... -> oculus/touch_controller").
|
||||
suggest: []
|
||||
- id: gl-shader-failed
|
||||
pattern: 'GLShim\s*: SHADER COMPILE FAILED|#extension directive is not allowed in the middle|could not implicitly convert operands'
|
||||
severity: error
|
||||
@@ -64,8 +111,22 @@ signatures:
|
||||
severity: error
|
||||
diagnosis: The game needs Meta passthrough; the adapter emulates it.
|
||||
suggest: [adapter.passthrough_emul, patch_force_passthrough]
|
||||
- id: render-model-requested
|
||||
pattern: 'dropped unsupported extension XR_FB_render_model'
|
||||
severity: info
|
||||
diagnosis: The game asks the headset for its controller models (XR_FB_render_model), which the Frame lacks, so it
|
||||
shows its own (Quest) controllers or none. The adapter can serve the Steam Frame controllers instead.
|
||||
suggest: [adapter.controller_models]
|
||||
- id: controller-models-missing
|
||||
pattern: 'FrameBridge: controller models not found'
|
||||
severity: warning
|
||||
diagnosis: Steam Frame controller models are on, but the converted models aren't in the game's files dir (the
|
||||
agent found no Frame controller render models in SteamVR at install time; see the install log, or run the
|
||||
agent's controller_models command).
|
||||
suggest: []
|
||||
- id: scene-missing
|
||||
pattern: 'XR_FB_scene|XR_FB_spatial_entity.*(not supported|UNSUPPORTED)|xrQuerySpacesFB'
|
||||
# not OVRPlugin's routine "Unavailable OpenXR extension: XR_FB_scene" (printed by every OVRPlugin game)
|
||||
pattern: '(?<!Unavailable OpenXR extension: )XR_FB_scene|XR_FB_spatial_entity.*(not supported|UNSUPPORTED)|xrQuerySpacesFB'
|
||||
severity: warning
|
||||
diagnosis: The game uses the Meta scene (room) API; enable the adapter's guardian-based room emulation.
|
||||
suggest: [adapter.scene_emul]
|
||||
@@ -74,6 +135,30 @@ signatures:
|
||||
severity: warning
|
||||
diagnosis: Runtime lacks timespec time conversion (emulated by the current adapter build).
|
||||
suggest: [frame.adapter]
|
||||
- id: fossilize-renderpass
|
||||
pattern: '#0\d pc [^\n]*libVkLayer_fossilize\.so[\s\S]{0,4000}?FVulkanRenderPass::FVulkanRenderPass'
|
||||
severity: fatal
|
||||
diagnosis: Lepton's Fossilize layer crashed while recording a render pass (the engine leaves an attachment reference's pNext uninitialized).
|
||||
suggest: [frame.vk_sanitize]
|
||||
supersedes: [native-crash]
|
||||
- id: equirect-layers-dropped
|
||||
pattern: 'new layer: type=100009100\d [^\n]*usable=0|new layer: type=1000018000 [^\n]*usable=0'
|
||||
severity: warning
|
||||
diagnosis: The game shows 360° (equirect) layers, e.g. a video player's theatre or 360° videos, which the Frame's
|
||||
runtime can't composite, so they are missing. GLES games can get them back as panels around the player.
|
||||
suggest: [adapter.equirect_emul]
|
||||
- id: equirect-emul-disabled
|
||||
pattern: 'equirect_emul: (disabled|drawing failed|not a GLES session)'
|
||||
severity: warning
|
||||
diagnosis: The 360° layer emulation switched itself off for this session (no shared GLES context, or drawing
|
||||
failed); the 360° layers are dropped as without it. See the lines before it in the log.
|
||||
suggest: []
|
||||
- id: swapchain-size-abort
|
||||
pattern: '#01 pc [^\n]*libopenxr_loader\.so \(xrCreateSwapchain\+|Wrong createInfo size'
|
||||
severity: fatal
|
||||
diagnosis: overport's OpenXR dispatcher aborted on a swapchain larger than 4096 px (video players, big textures).
|
||||
suggest: [frame.swapchain_limit]
|
||||
supersedes: [native-crash]
|
||||
- id: native-crash
|
||||
pattern: 'Fatal signal (\d+) \(SIG[A-Z]+\)'
|
||||
severity: fatal
|
||||
@@ -106,7 +191,114 @@ signatures:
|
||||
severity: warning
|
||||
diagnosis: The game created folders it can't write (saves break). The FramePort launcher repairs permissions every 2 s.
|
||||
suggest: []
|
||||
# ---- PC VR (Oculus Rift games under Revive; on the Frame under Proton). kind: pcvr = only for those logs
|
||||
- id: proton-missing-runtime
|
||||
kind: pcvr
|
||||
pattern: 'needs Steam app \d+ \(runtime\)|_v2-entry-point: (No such file|not found)'
|
||||
severity: fatal
|
||||
diagnosis: The Steam Linux Runtime that Proton needs isn't installed on the Frame.
|
||||
suggest: []
|
||||
- id: revive-inject-failed
|
||||
kind: pcvr
|
||||
pattern: 'Failed to create process'
|
||||
severity: fatal
|
||||
diagnosis: Revive's injector could not start the game (wrong exe path, or a 32-bit/64-bit mismatch).
|
||||
suggest: []
|
||||
- id: oculus-hmd-event
|
||||
kind: pcvr
|
||||
pattern: 'FramePort oculushmd: could not (create the OculusHMDConnected event|start the command)'
|
||||
severity: error
|
||||
diagnosis: FramePort's Oculus detection helper couldn't provide the OculusHMDConnected event (or couldn't start the game). Unreal's Oculus plugin then skips VR silently and the game runs as a flat window.
|
||||
suggest: [pcvr.oculus_unreal, pcvr.proton_log]
|
||||
- id: openxr-no-runtime
|
||||
kind: pcvr
|
||||
# (not the loader's 'xrCreateInstance failed': Proton's own OpenXR probe fails once and retries on the Frame)
|
||||
pattern: 'XR_ERROR_RUNTIME_(UNAVAILABLE|FAILURE)|No OpenXR runtime|OpenXR runtime (is )?not (found|available)|failed to (create|initialize) (the )?OpenXR'
|
||||
severity: fatal
|
||||
diagnosis: No OpenXR runtime reached the game. On a PC start SteamVR (or set it as the OpenXR runtime); on the Frame Proton couldn't bridge to the Frame runtime.
|
||||
suggest: []
|
||||
- id: openxr-missing-ext
|
||||
kind: pcvr
|
||||
pattern: 'XR_ERROR_EXTENSION_NOT_PRESENT|XR_KHR_D3D11_enable.*(not|unsupported)'
|
||||
severity: fatal
|
||||
diagnosis: The OpenXR runtime lacks an extension Revive requires (XR_KHR_D3D11_enable / win32 time conversion).
|
||||
suggest: [pcvr.xr_timefix, pcvr.revive_openvr]
|
||||
- id: openxr-api-version
|
||||
kind: pcvr
|
||||
pattern: 'LoaderInstance::CreateInstance chained CreateInstance call failed|XR_ERROR_API_VERSION_UNSUPPORTED|Unable to load LibOVRRT DLL'
|
||||
severity: fatal
|
||||
diagnosis: Proton's VR setup couldn't create an OpenXR instance (the Frame's SteamVR runtime only accepts OpenXR 1.0 apps; Proton asks for 1.1), so the game got no VR — a flat window, or Revive fails with "Unable to load LibOVRRT DLL".
|
||||
suggest: [pcvr.xr_timefix]
|
||||
- id: openxr-time-conversion
|
||||
kind: pcvr
|
||||
pattern: 'xrConvert(TimespecTimeToTime|TimeToTimespecTime)KHR failed|XR_KHR_convert_timespec_time not available'
|
||||
severity: error
|
||||
diagnosis: The OpenXR runtime refused time conversion, which Proton needs for Windows games' performance-counter times.
|
||||
suggest: [pcvr.xr_timefix]
|
||||
- id: delayload-missing
|
||||
kind: pcvr
|
||||
pattern: '[Ee]xception:? 0xc06d007e|code=c06d007e'
|
||||
severity: fatal
|
||||
diagnosis: A DLL the game loads on demand is missing (Windows delay-load error). For Oculus Store games this is usually LibOVRPlatform64_1.dll, the Oculus Platform SDK that the Oculus app installs for the licence check; FramePort doesn't replace it, so such games need the Oculus app (PC mode).
|
||||
suggest: []
|
||||
supersedes: [unreal-crash, wine-crash] # the crash is this missing DLL; don't send the user after other fixes
|
||||
- id: oculus-entitlement
|
||||
kind: pcvr
|
||||
pattern: '(?i)entitlement (check )?fail|ovr_PlatformInitialize.*(fail|error)|ovrPlatformInitialize_(NotEntitled|Uninitialized|PreLoaded|FileInvalid|SignatureInvalid|UnableToVerify)'
|
||||
severity: fatal
|
||||
diagnosis: The Oculus Platform SDK entitlement check failed. The game needs the Oculus app running with a license you own (PC mode only).
|
||||
suggest: []
|
||||
- id: vcruntime-missing
|
||||
kind: pcvr
|
||||
pattern: '(?i)(MSVCP|VCRUNTIME)\d+[_\d]*\.dll.*(not found|missing)'
|
||||
severity: error
|
||||
diagnosis: The game needs a Microsoft Visual C++ runtime. Install the vc_redist that ships with the game (or winetricks vcrun2019 in the prefix).
|
||||
suggest: []
|
||||
- id: dxvk-device-lost
|
||||
kind: pcvr
|
||||
pattern: 'DXVK: .*(DEVICE_LOST|Device lost)|VK_ERROR_DEVICE_LOST'
|
||||
severity: fatal
|
||||
diagnosis: The GPU driver lost the device while running the game (D3D through DXVK on freedreno).
|
||||
suggest: [pcvr.proton_log]
|
||||
- id: unreal-crash
|
||||
kind: pcvr
|
||||
pattern: 'CrashReportClient|UE4CC-Windows|UECC-Windows|Fatal error!|Unhandled Exception: EXCEPTION'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed (Unreal's crash reporter started). See the game log and crash summary in the log. Common causes are that no VR runtime reached the game (Revive off) or a GPU or driver problem under Proton.
|
||||
suggest: [pcvr.revive, pcvr.proton_log, pcvr.no_crash_reporter]
|
||||
- id: wine-crash
|
||||
kind: pcvr
|
||||
pattern: 'Unhandled exception: page fault|wine: Unhandled|Backtrace:'
|
||||
severity: error
|
||||
diagnosis: The game crashed under Wine/Proton (set the Proton debug log and check steam-<appid>.log).
|
||||
suggest: [pcvr.proton_log]
|
||||
|
||||
- id: save-folder-permission
|
||||
pattern: "(We don't have write permission to|UnauthorizedAccessException: Access to the path \"/(sdcard|storage/emulated/0)/Android/data/)"
|
||||
severity: error
|
||||
diagnosis: The game can't write to a folder it created in its storage (e.g. SUPERHOT's cloud/data, mode 1700, which
|
||||
makes it quit at start). FramePort's launcher (agent 41 or newer) gives such folders owner and group write
|
||||
permission before and during every launch; update the game on the Frame (reinstall) to get the new launcher.
|
||||
suggest: []
|
||||
- id: surface-swapchain-emulated
|
||||
pattern: 'surface_emul: emulated Android surface swapchain'
|
||||
severity: info
|
||||
diagnosis: The game plays a video on a panel through an Android Surface (XR_KHR_android_surface_swapchain), which the
|
||||
Frame's runtime refuses; FrameBridge emulates it (surface_emul) and copies each video frame into the panel.
|
||||
suggest: []
|
||||
- id: surface-swapchain-failed
|
||||
pattern: 'surface_emul: (setup failed|upload failed|EGL context failed|Vulkan upload path unavailable)'
|
||||
severity: warning
|
||||
diagnosis: FrameBridge couldn't emulate an Android video panel (XR_KHR_android_surface_swapchain); the panel stays
|
||||
empty, and a game waiting for its intro video may stay black (e.g. I Am Monkey's intro).
|
||||
suggest: []
|
||||
milestones: # progress markers, in order; the furthest one reached is reported
|
||||
- {id: pcvr-launch, kind: pcvr, pattern: 'FramePort: launching|Launched injector with', label: Launcher started}
|
||||
- {id: pcvr-oculus-hmd, kind: pcvr, pattern: 'FramePort oculushmd: OculusHMDConnected event ready', label: Oculus headset event provided}
|
||||
- {id: pcvr-inject, kind: pcvr, pattern: 'Succesfully injected|Successfully injected', label: Revive injected into the game}
|
||||
- {id: pcvr-window, kind: pcvr, pattern: 'Executable name: (?!steam\.exe|CrashReportClient)\S+\.exe|Creating Gamescope surface', label: Game window created}
|
||||
- {id: pcvr-openxr, kind: pcvr, pattern: 'wineopenxr: .*[Ss]ession|LibReviveXR|Revive.*OpenXR|xrCreateSession', label: OpenXR reached}
|
||||
- {id: pcvr-session, kind: pcvr, pattern: 'xrCreateSession|XR_SESSION_STATE_(READY|SYNCHRONIZED)', label: OpenXR session created}
|
||||
- {id: container, pattern: 'Boot complete!', label: Lepton container started}
|
||||
- {id: process, pattern: 'Start proc \d+:', label: App process started}
|
||||
- {id: adapter, pattern: 'FrameBridge: scale=', label: FrameBridge adapter loaded}
|
||||
|
||||
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