mirror of
https://github.com/spoopyghosty0/frameport.git
synced 2026-10-06 18:00:43 +02:00
Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
af904c62e6 | ||
|
|
f2d93af973 | ||
|
|
59fb47a827 | ||
|
|
9e169e069b | ||
|
|
eed6e4aaed | ||
|
|
9829ee1666 | ||
|
|
13069db28a | ||
|
|
7058105056 | ||
|
|
df5b949f1a | ||
|
|
3929ff0a8b | ||
|
|
4910440f56 | ||
|
|
bda9045be6 | ||
|
|
a7890d46de | ||
|
|
50ab3eb341 | ||
|
|
4313b52792 | ||
|
|
4f9ecf4801 | ||
|
|
9a5efa28f5 | ||
|
|
cf900cd9d4 | ||
|
|
ef21b33ca2 | ||
|
|
799f1bd9f1 | ||
|
|
44a056095d | ||
|
|
6037b13e88 | ||
|
|
c3a34ace99 | ||
|
|
05843633a7 | ||
|
|
5198f704e9 | ||
|
|
eeee7d2b84 | ||
|
|
772c26d91a | ||
|
|
db0a78ccc3 | ||
|
|
01d764e05c | ||
|
|
0c5c1638ed | ||
|
|
a49cfb0b57 | ||
|
|
0f975d2233 | ||
|
|
ccff9ab486 | ||
|
|
f2cf7db507 | ||
|
|
2f740bbb41 | ||
|
|
1462d3d471 | ||
|
|
22d10c1ff0 | ||
|
|
8b9657b2e6 | ||
|
|
bc6f6b7fe2 | ||
|
|
8f3c8b33ba | ||
|
|
8187c79d17 | ||
|
|
2ecf7f8624 | ||
|
|
6200662bc7 | ||
|
|
d2c72264be | ||
|
|
f37f7be9c7 | ||
|
|
d05dd27971 | ||
|
|
fd478f4c70 | ||
|
|
d834ffac42 | ||
|
|
3e11175001 | ||
|
|
85a11061d0 | ||
|
|
e26cb8b0db | ||
|
|
208d7bb4dd | ||
|
|
cf1a2c9181 | ||
|
|
ba9ccc3606 | ||
|
|
83a614d645 | ||
|
|
5734c1fdee | ||
|
|
af791a45b4 | ||
|
|
11c8802b07 | ||
|
|
70d519a5a9 | ||
|
|
4e00c88949 | ||
|
|
1b62d643f3 | ||
|
|
6bd4eb523f | ||
|
|
d22123c657 | ||
|
|
0137cd993b | ||
|
|
7b8e7c2c5d | ||
|
|
990331e5b6 | ||
|
|
56b370f582 | ||
|
|
ac628cd284 | ||
|
|
c12b2f6992 | ||
|
|
a110e8573f | ||
|
|
4fdeeaf829 | ||
|
|
dbabb37343 | ||
|
|
7afee4bf59 | ||
|
|
7367a35176 | ||
|
|
9948f946c5 | ||
|
|
3870500972 | ||
|
|
a7b02c00ee | ||
|
|
09c7bb6ea7 | ||
|
|
3761dfd62d | ||
|
|
f86d9021f9 | ||
|
|
83e901a682 | ||
|
|
246e5fc5ee | ||
|
|
17403779cb | ||
|
|
0e03e061a4 | ||
|
|
d8cf19fb20 | ||
|
|
7cd9a38eaf | ||
|
|
4f3593192f | ||
|
|
974426d1d0 | ||
|
|
b7a0e0cb5b | ||
|
|
38edc26092 | ||
|
|
e96e25bade | ||
|
|
67c991ca4f | ||
|
|
d2017194f3 | ||
|
|
7a11706b3a | ||
|
|
76d4390b19 | ||
|
|
2022d9986a | ||
|
|
9ff7edf93b | ||
|
|
a5722b50a0 | ||
|
|
0a13ca72a2 | ||
|
|
c53d754007 | ||
|
|
a1662da17d | ||
|
|
0141bad259 | ||
|
|
6ed95684dc | ||
|
|
a6ca8385a9 | ||
|
|
210410f125 | ||
|
|
7e2502a552 | ||
|
|
a57d89e874 | ||
|
|
aade29982f | ||
|
|
d94cab6048 | ||
|
|
f17fdbf271 | ||
|
|
fb70c09d72 | ||
|
|
69bf2700e1 | ||
|
|
0b28da5521 | ||
|
|
9e9a4c0f6c | ||
|
|
bb3f6b9e7c | ||
|
|
dc7533e4e1 | ||
|
|
3660167bd8 | ||
|
|
6a47fad8f7 | ||
|
|
0f8062f881 | ||
|
|
65369f154c | ||
|
|
aefb5adc07 | ||
|
|
5603edeef7 | ||
|
|
5c47185938 | ||
|
|
fefdc19cac | ||
|
|
db6ccece32 | ||
|
|
59018cb396 | ||
|
|
70216de397 | ||
|
|
bef61563d5 | ||
|
|
1b728d7c75 | ||
|
|
60cde5f846 | ||
|
|
c3a63bbd85 | ||
|
|
bbe76ab888 | ||
|
|
b89e48cec0 | ||
|
|
dc020a2cb7 | ||
|
|
cc3febfae4 | ||
|
|
e729f3f4bc | ||
|
|
2fecfbf6ea | ||
|
|
6e0bb8ee59 | ||
|
|
26679114ed | ||
|
|
b8e49a3419 | ||
|
|
f196cf556d | ||
|
|
1b0345b15b | ||
|
|
4508608dcf | ||
|
|
3e16199e64 | ||
|
|
a7fa1c06d7 | ||
|
|
dabd9b2095 | ||
|
|
0774536473 | ||
|
|
4a7fe3645c | ||
|
|
204aa70ada | ||
|
|
8bb3df0ec8 | ||
|
|
d9f9695360 | ||
|
|
d45d391683 | ||
|
|
b0682ee570 | ||
|
|
d1cf305c0a | ||
|
|
d22f416489 | ||
|
|
2dc92a090f | ||
|
|
23a47880e0 | ||
|
|
da399ef77a | ||
|
|
f0192c0e9d | ||
|
|
cad54bb2dd | ||
|
|
507dd4ca6e | ||
|
|
a361cdc84d | ||
|
|
fa7567503f | ||
|
|
1c90669eb4 | ||
|
|
942a71dd54 | ||
|
|
e462907c49 | ||
|
|
60efbbe7a9 | ||
|
|
321588d94b | ||
|
|
b4ae5e0023 | ||
|
|
4ba148908a | ||
|
|
7af21e17ce | ||
|
|
fa3544565a | ||
|
|
f7b59a75b3 | ||
|
|
58eaab3c19 | ||
|
|
3d32be1a98 | ||
|
|
8da5a44efb | ||
|
|
51f0a5d75c | ||
|
|
b06cc9659b | ||
|
|
bc40325c2d | ||
|
|
82c2209b6f | ||
|
|
e645ca86d1 | ||
|
|
75c7b2bf20 | ||
|
|
ba68dc76c8 | ||
|
|
22205d17a4 | ||
|
|
2e5fcd9860 | ||
|
|
428e8ffe05 | ||
|
|
dfb4fc4ffd | ||
|
|
fc4aa9c8e5 | ||
|
|
1d83eae3ed | ||
|
|
c1c33d8482 |
No files matched your search
@@ -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/
|
||||
@@ -14,7 +14,26 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
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; settings; welcome; activity panel).
|
||||
"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)`); 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
|
||||
@@ -22,6 +41,7 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
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
|
||||
@@ -35,8 +55,9 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
- **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 off by default, opt-in** (`pcvr.revive`, and `pcvr.oculus_unreal`): only for an un-cracked Oculus game
|
||||
that fails at "Initializing OVR session". Those (Lone Echo, Robo Recall, Lies Beneath: crack .7z not extracted /
|
||||
**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
|
||||
@@ -54,20 +75,39 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
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). Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
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) and tags: how it runs, the original platform
|
||||
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
|
||||
@@ -88,6 +128,8 @@ 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` (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).
|
||||
@@ -97,10 +139,38 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
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.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.
|
||||
@@ -113,9 +183,9 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
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
|
||||
@@ -123,13 +193,44 @@ Repo is on an NTFS drive (`core.fileMode=false`); line endings are LF (`.gitattr
|
||||
artwork, frames.json, the app's SSH key which the dev Frame authorizes).
|
||||
- Device checks: `frameport test <pkg>` / `frameport parity-device --results <parity.json> --baseline <launch.txt>
|
||||
[--test-only]`; the pre-FramePort baseline is `PATCHED/_known-good-2026-09-28/_frame-state/baseline-launch.txt`.
|
||||
- Docs screenshots (`docs/images/`): `python scripts/scrub_library.py ~/.local/share/frameport <dir> --status works,issues` (copies
|
||||
library + artwork only; titles replace folder names, local paths → `D:/Games/...`, sort by size) then
|
||||
`FRAMEPORT_HOME=<dir> python scripts/ui_smoke.py --out <shots> --docs --fake-frame --game <pkg>` (set
|
||||
FRAMEPORT_JAVA/_OVERPORT_JAR/_APKSIGNER_JAR so no tool download toast appears; `--viewport 1280x2600` + crop for the
|
||||
patch list). Check every PNG for paths, IPs, user names and repack/scene names before committing.
|
||||
README rules (owner): states the project is a proof of concept, provides no piracy tools, credits the wrapped
|
||||
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>]` and look
|
||||
`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):**
|
||||
- No AArch32: 32-bit-only APKs fail with `INSTALL_FAILED_NO_MATCHING_ABIS`. Unfixable; point to Rift + Revive.
|
||||
@@ -146,7 +247,28 @@ 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.
|
||||
@@ -218,6 +340,22 @@ 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.
|
||||
@@ -230,27 +368,214 @@ 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). 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.
|
||||
**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!").
|
||||
**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, 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`, `SHA256SUMS.txt`, `FramePort-selfsigned.cer`, notes from `docs/INSTALL.md`). v0.1.0 exists.
|
||||
(`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`. Private key: `~/.config/frameport-signing/` (WSL) and
|
||||
the backup `PATCHED/_signing-keys/frameport-app-codesign/` — never commit it. macOS is ad-hoc signed only (Gatekeeper
|
||||
`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).
|
||||
- `gh` is a local install at `~/.local/bin/gh` (logged in as spoopyghosty0 with `workflow` scope; token in
|
||||
`~/.config/gh/hosts.yml`). Commit as `spoopyghosty0 <336754034+spoopyghosty0@users.noreply.github.com>` (set in the repo config).
|
||||
- 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.
|
||||
|
||||
@@ -273,13 +598,16 @@ GLAD/GLES); Unreal → alternate no-ForceQuit build. Score changes with
|
||||
- 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 (2026-09-29)
|
||||
## 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`) and were reinstalled +
|
||||
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 FrameDrop, no Quest2Frame app), Python + Flet, dynamic data over hardcoding,
|
||||
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),
|
||||
|
||||
@@ -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 +1,127 @@
|
||||
# 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.
|
||||
- **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.
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## 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.
|
||||
+2191
-109
File diff suppressed because it is too large.
Load diff
@@ -1,9 +1,15 @@
|
||||
48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
|
||||
a5b03bb7ae5d953d7ded2bf117b0a19c57fae604f16f54310847f8e89593dde6 ./arm64-v8a/libfp_ovrp.so
|
||||
b5949e9e90e4c51e2733b9f6cd3c857a447552ac7291aec340407c27b034b600 ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
|
||||
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
|
||||
ca27ffa2122def910697ddcaff64f25cfdbc63e2017c738155866ff2fcdb5e12 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
3e05bb8561c7fd8787b3120739b3ce66c68badb5b00571bd50ae7e6c1f159274 ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
|
||||
f3aa9419155b8970617fc0d68527a73c39abc82303214c159194c439bb776fd6 ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
33bf52994b8024e139af20d6915bc76a0c7341ce9b5bd136a3002236168bcbd1 ./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.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+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 +1,20 @@
|
||||
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
|
||||
|
||||
@@ -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 +1,23 @@
|
||||
package: com.NewFolderGames.IAmCat
|
||||
title: I Am Cat
|
||||
status: issues
|
||||
notes: The view vibrates slightly, even when holding still.
|
||||
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, so the view judders; scale 0.8 didn't change it. Possible next steps are fixing the
|
||||
multiview path instead or the game's fixed timestep.
|
||||
tested_version: 1.4.0.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_multipass
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
issue: 8
|
||||
updated: '2026-10-04'
|
||||
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 +1,17 @@
|
||||
package: com.crowscrowscrows.AccountingPlus
|
||||
title: Accounting+
|
||||
status: issues
|
||||
notes: Starts in VR, but doesn't get past its "press any button" screen.
|
||||
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. Controller input reaches the game's OVRInput
|
||||
cleanly (both Touch controllers connected, individual button bits, input focus 1 while focused) but the screen
|
||||
doesn't continue; Cpp2IL can't read this Unity version to see what it waits for.
|
||||
tested_version: 1.24.35
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_oculus_check
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: Accounting+
|
||||
@@ -1,7 +1,7 @@
|
||||
package: com.crytek.climb2
|
||||
title: The Climb 2
|
||||
tested_version: '2.2'
|
||||
source_hint: The Climb 2 v974+2.2
|
||||
source_hint: The Climb 2
|
||||
engine: CryEngine
|
||||
xr: VrApi
|
||||
status: works
|
||||
|
||||
@@ -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 +1,21 @@
|
||||
package: com.playful.LuckysTale
|
||||
title: Lucky's Tale
|
||||
status: issues
|
||||
notes: Runs out of memory within a few minutes and freezes the Frame until the game is killed.
|
||||
details: Unity's asset loading thread (Loading.PreloadManager) grows the game's native heap by about 1 GB/s
|
||||
shortly after start (10+ GB plus all swap, then the kernel kills it; perf page-fault profile, 2026-10-04). The text
|
||||
window and the MSAA patch aren't the cause (same with the window off); the OBB is byte-identical to the original.
|
||||
The earlier "headset restarted in a menu" reports (GitHub issue 9) were most likely this. No fix yet.
|
||||
tested_version: 1.0.55
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
issue: 9
|
||||
updated: '2026-10-04'
|
||||
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
|
||||
@@ -2,7 +2,7 @@ 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 v2288226
|
||||
source_hint: 'Rick and Morty - Virtual Rick-ality'
|
||||
engine: Unity
|
||||
xr: OpenVR
|
||||
status: works
|
||||
|
||||
@@ -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
|
||||
|
||||
+97
-2
@@ -36,6 +36,7 @@ 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 +44,43 @@ 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 +101,22 @@ 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 +125,30 @@ 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
|
||||
@@ -156,6 +231,7 @@ signatures:
|
||||
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)'
|
||||
@@ -187,6 +263,25 @@ signatures:
|
||||
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}
|
||||
|
||||
+44
-4
@@ -22,8 +22,9 @@
|
||||
direct-VrApi, GLAD/eglGetProcAddress, Unity MSAA levels, Meta permissions, telemetry references.
|
||||
3. **Recipe** (`recommend/engine.py`): every patch's `detect()` suggests itself with a reason; a catalog entry (exact
|
||||
known-good recipe) overrides heuristics. The UI shows toggles; the user confirms.
|
||||
4. **Build** (`build.py`): overport (defaults + extras) → apk-stage patches in `order` on an `ApkWorkspace` → apksigner
|
||||
(with the package's own keystore) → static validation. Optional alternate build (e.g. without Unreal ForceQuit).
|
||||
4. **Build** (`build.py`): overport CLI (OVRPort; defaults + extras) → apk-stage patches in `order` on an
|
||||
`ApkWorkspace` → apksigner (with the package's own keystore) → static validation. Optional alternate build (e.g.
|
||||
without Unreal ForceQuit).
|
||||
5. **Install** (`install/installer.py` + `agent/frameport_agent.py`): `prepare` (paths, what's already there) → SFTP
|
||||
uploads with resume → `finalize` (move into place, settings.conf/framebridge.conf, device files, launch.sh,
|
||||
deployment.json, artwork) → `shortcuts` (detached systemd unit stops Steam, writes shortcuts.vdf + grid art,
|
||||
@@ -55,10 +56,49 @@ apart. "Build" = `pipeline.prepare_rift` (checks + Revive). Revive is a portable
|
||||
stale files removed), `launch.sh` running the ARM64 Proton chain (built from toolmanifest.vdf; with
|
||||
`pcvr.oculus_unreal` the injector runs through `helpers/fp_oculushmd.exe`, which provides Unreal's
|
||||
`OculusHMDConnected` event); `proton_status`/`install_proton` manage Proton from Valve's ARM64 compat list.
|
||||
- **Native binaries** (`artifacts/`): edit `native/…`, run `native/build.sh`, commit the new artifacts + SHA256SUMS,
|
||||
- **Native binaries** (`artifacts/`): edit `native/…`, run `python native/build.py`, commit the new artifacts + SHA256SUMS,
|
||||
run `frameport parity` to see which games change.
|
||||
|
||||
## Self-update (`updates.py`, `ui/updater.py`, `cli.py update`)
|
||||
```
|
||||
check() GitHub releases/latest (cached 6 h, drafts/prereleases skipped, "skipped" version remembered)
|
||||
│ → Update(version, notes = release body incl. "What's new" from the annotated tag, asset for this OS, sums, wheel)
|
||||
▼
|
||||
install_kind() bundle (running exe inside FramePort.exe's folder / FramePort.app / FramePort/FramePort)
|
||||
│ source (git checkout) → git pull --ff-only + uv sync wheel (uv tool / pipx / pip) → reinstall wheel
|
||||
▼ bundle
|
||||
prepare() <data>/updates/<ver>/: download → SHA256SUMS.txt check → extract to staged/ (ditto on macOS) → layout check
|
||||
│ → Windows: same Authenticode signer as the running exe → ready.json
|
||||
▼
|
||||
apply() writes <data>/updates/apply.{ps1,sh}, starts it detached; FramePort quits. The script waits for the pid,
|
||||
Windows: backs up the files it replaces (updates/<ver>/previous) and copies over the folder (the zip has
|
||||
no folder of its own); macOS/Linux: mv target → .old, staged → target, rollback on failure, clears the
|
||||
quarantine; then relaunches. Log: <data>/logs/update.log.
|
||||
```
|
||||
GUI: background check 10 s after start + every 6 h → sidebar card + Library bar → dialog with notes → job
|
||||
`app-update` (waits for other jobs) → restart. "Install updates automatically": prepare in the background, apply in
|
||||
`main()` before the window opens. CLI: once-a-day hint from the cached result (a daemon thread refreshes it), `frameport
|
||||
update [--check] [--yes]`. CI runs `scripts/update_smoke.py` on every OS with the archive it just built.
|
||||
|
||||
## Dynamic data (fetched live, cached, bundled fallback)
|
||||
overport release + patch list + patch titles (GitHub), Temurin JRE (Adoptium API), apksigner (Google repository index),
|
||||
overport CLI release (Android-XR-Bridge/OVRPort, fallback ovrport/app) + patch list + titles, Temurin JRE (Adoptium API), apksigner (Google repository index),
|
||||
store artwork/titles (overport image API), catalog (optional remote), Lepton location/appid (Frame appmanifests),
|
||||
Steam user (Frame userdata).
|
||||
|
||||
## Built on
|
||||
|
||||
FramePort is a front end for other projects; most of the functionality comes from them:
|
||||
|
||||
| Project | Used for |
|
||||
|---|---|
|
||||
| [OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (overport, originally [ovrport/app](https://github.com/ovrport/app)) | Converts Quest games to OpenXR: its CLI applies the game patches and supplies the OpenXR loader; FramePort also includes its VrApi→OpenXR adapter |
|
||||
| Valve Lepton, Proton and SteamVR | Run Android games, Windows games and OpenXR on the Frame |
|
||||
| [Revive](https://github.com/LibreVR/Revive) (LibreVR) | Runs Oculus Rift games on OpenXR / SteamVR |
|
||||
| Mesa (Zink) | OpenGL ES on Vulkan on the Frame |
|
||||
| [Khronos OpenXR SDK](https://github.com/KhronosGroup/OpenXR-SDK) | OpenXR headers for the native layers |
|
||||
| Eclipse Temurin, Android apksigner, Android NDK | Java runtime, APK signing, building the native layers |
|
||||
| [Flet](https://flet.dev) | The desktop app |
|
||||
| OculusDB, Steam store | Game descriptions, genres and artwork |
|
||||
|
||||
FramePort's own parts: game detection and recipes, the Steam Frame OpenXR adapter (FrameBridge) and the other native
|
||||
fixes in `native/`, the installer agent that runs on the Frame, and the desktop/command-line app.
|
||||
@@ -0,0 +1,31 @@
|
||||
# Meta XR Audio metadata lifetime
|
||||
|
||||
FrameBridge automatically handles metadata retirement in the verified AArch64
|
||||
Meta XR Audio Wwise build (`e1619e7fb839badf0ea5ecc22d9f028d0b17c34d`). It requires
|
||||
the build ID and exact function prologues; other builds and 32-bit adapters are
|
||||
left unchanged. No additional patch switch or recipe entry is required.
|
||||
|
||||
The SDK queues terminated metadata for deletion, then drains those queues before
|
||||
reading the current `AkAudioObjects` snapshot. In Batman: Arkham Shadow, that
|
||||
snapshot can still reference queued metadata during smoke-bomb playback. The
|
||||
audio thread subsequently clears its dirty flags at offset 8 through the stale
|
||||
pointer. A hardware watch captured this store in
|
||||
`OculusEndpointSink::ConsumeObjectExperimentalMetadata`, at library offset
|
||||
`0x2ced90`. Reallocated input tree nodes occupy the same 48-byte size class;
|
||||
the stale store corrupts their right pointer and the game crashes later.
|
||||
|
||||
`native/adapter/audio_metadata.h` wraps the audio consumption boundary to make
|
||||
the current snapshot available to metadata cleanup. `audio_metadata_queue.h`
|
||||
retains queued objects still referenced by that snapshot, then reclaims them
|
||||
normally when the references disappear. It preserves the SDK's queue mutex,
|
||||
virtual deleting destructor, audio parameters and processing. There is no timed
|
||||
quarantine, replacement allocator, audio suppression or diagnostic memory arena.
|
||||
|
||||
Synthetic regression tests exercise mixed referenced and unreferenced queue
|
||||
entries, both metadata types, subsequent retirement, and cleanup without a live
|
||||
snapshot. On-headset smoke-bomb tests first showed the observed overwrite stopped,
|
||||
then passed with ordinary allocations and all memory diagnostics removed.
|
||||
|
||||
The existing `frame.adapter` install step includes the repair in its packaged
|
||||
adapter and updates already wrapped APKs. Rebuild the adapters and checksums with
|
||||
`python native/build.py --only adapter`.
|
||||
@@ -0,0 +1,30 @@
|
||||
# Compatibility
|
||||
|
||||
The built-in catalog has tested settings for games, each marked as working, working with known issues, or not
|
||||
running on the Frame: see the [list of tested games](GAMES.md) (recipes in [catalog/games](../catalog/games)).
|
||||
Other games get suggested patches from detection rules; each suggestion states its reason, and every patch can be
|
||||
switched on or off under **Customize**: described in plain words, with **Show technical details** for the exact
|
||||
effect of each patch.
|
||||
|
||||
Tried an untested game? Its page asks how it runs; **Share working config…** opens a prefilled GitHub issue so your
|
||||
recipe can join the built-in catalog for everyone.
|
||||
|
||||

|
||||
|
||||
| Kind of app | On the Steam Frame |
|
||||
|---|---|
|
||||
| Meta Quest games (APK) | Translated to OpenXR (OVRPort) and patched for the Frame; run in Valve's Android runtime (Lepton) |
|
||||
| Other Android VR apps using OpenXR (e.g. Pico builds) | Translated the same way; the other headset's own extensions and store services aren't available |
|
||||
| Ordinary Android apps and games (no VR) | Installed unchanged and shown as a flat window in the headset |
|
||||
| PC VR games (Windows; OpenXR, SteamVR or Oculus) | Run through Proton on the Frame (experimental), or on a Windows PC with SteamVR and streamed to the Frame; Oculus-only games use Revive |
|
||||
| Can't run | 32-bit-only or x86-only APKs, Pico/HTC Wave SDK apps, Android XR apps, and games that check an Oculus licence (they need the Oculus app on a PC) |
|
||||
|
||||
Automated launch tests confirm that a game starts; visuals can only be checked in the headset.
|
||||
|
||||

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

|
||||
@@ -0,0 +1,63 @@
|
||||
# Diagnostics bundles and shared recipes
|
||||
|
||||
Two ways users feed results back, both without a GitHub token:
|
||||
|
||||
- **Share working config** (game menu, `frameport share-recipe <pkg>`): saves the recipe as a user catalog entry and
|
||||
opens a prefilled issue from `.github/ISSUE_TEMPLATE/working-config.yml`. A maintainer checks it and adds the label
|
||||
`catalog-accepted`. Then `.github/workflows/catalog-from-issue.yml` runs `scripts/catalog_from_issue.py`, which reads
|
||||
only the YAML block, validates it, and writes `catalog/games/<pkg>.yaml`, and the workflow opens a PR.
|
||||
- The PR step needs Settings → Actions → "Allow GitHub Actions to create and approve pull requests".
|
||||
- Create the labels `working-config`, `catalog-accepted` and `bug` once.
|
||||
- **Report a problem / Collect logs** (game menu, Settings, the failure pop-up, `frameport diag report|collect`): writes
|
||||
a redacted zip and opens a prefilled `bug-report.yml` issue.
|
||||
- GitHub has no API for issue attachments, so the user drags the zip in (25 MB max; the bundle stays under 24 MB).
|
||||
- Prefilled links are capped at about 7.5k characters. Free text is trimmed first; the recipe is never cut.
|
||||
|
||||
Code: `src/frameport/diag/` (`redact.py`, `bundle.py`, `issue.py`), agent command `collect_diag` (agent ≥ 21),
|
||||
`Target.collect_diag`, `core/applog.py` (app log + saved job logs).
|
||||
|
||||
## Bundle layout (schema 1)
|
||||
```
|
||||
README.md what's where (for whoever opens it)
|
||||
manifest.json versions (app, agent, tools, SteamOS build, Proton), games, warnings, redaction counts
|
||||
app/app.log the app's log (<data>/logs/app.log, rotated 2 MB × 3)
|
||||
app/jobs/*.log saved GUI job logs (<data>/logs/jobs, last 30): build, install, test, ...
|
||||
app/settings.json library settings, catalog sources
|
||||
frame/info.json agent `info` (SteamOS build, Lepton, Proton, installed games, kernel keys)
|
||||
frame/host.json OpenXR runtime + explicit layers, podman containers, containers.conf, uptime
|
||||
frame/XRService-*.log the Frame's OpenXR runtime (SteamVR XRService) log, newest
|
||||
games/<pkg>/entry.json library entry: analysis, recipe, build checks, installs, last_test (store text dropped)
|
||||
games/<pkg>/recipe.yaml the recipe in catalog form; catalog-<origin>.yaml = the catalog entry it came from
|
||||
games/<pkg>/triage.json newest local launch log re-triaged with the bundling app's signatures
|
||||
games/<pkg>/logs/*.log launch-test logs kept on the PC (last 5)
|
||||
games/<pkg>/package/ stand-in for the game files (no content):
|
||||
apk_files.json every APK entry + size
|
||||
AndroidManifest.xml decoded manifest
|
||||
elf.json per lib/*.so: DT_NEEDED, ovr*/xr*/vrapi_/gl*/JNI exports + imports
|
||||
files.json, pe.json Rift: file list; PE imports / delay imports of the exe and VR DLLs
|
||||
games/<pkg>/target/ from the Frame (or the PC): launch.sh, settings.conf, deployment.json, launch.log,
|
||||
launch-test.log (PC VR), lepton-steamlaunch-<appid>.log, logcat-{main,crash,system,...}.log,
|
||||
ReviveInjector.txt / steam-<appid>.log / game-log-N.txt (PC VR), files.json (+ missing)
|
||||
```
|
||||
Each log keeps at most its last 4 MB (2 MB per file from the Frame).
|
||||
|
||||
## Redaction
|
||||
`diag/redact.py` runs on every file and on the issue text.
|
||||
- **Exact values:** the data dir → `<data>`, home dirs → `<home>`, user names → `<user>`, PC and Frame host names and
|
||||
saved Frame addresses → `<host>`, Steam account ids from the Frame's `info` and the PC's Steam → `<steam-id>`, the
|
||||
folders holding the user's game dumps → `<source>`.
|
||||
- **Patterns:** IPv4 addresses (first octet ≥ 10, so version numbers survive), IPv6, MAC, SteamID64, `userdata/<id>`,
|
||||
e-mail addresses (file names like `x@123.txt` excluded), and any `/home/<u>`, `/Users/<u>`, `C:\Users\<u>` or
|
||||
`/mnt/c/Users/<u>`.
|
||||
- **Kept:** generic accounts that identify no one: `steamos`, `steamuser` (Proton), `root`, `deck`.
|
||||
|
||||
## Debugging from a bundle (no game, no Frame, no GUI)
|
||||
1. `frameport diag inspect <zip>` (`--json` for everything). It prints the versions and warnings, the last launch
|
||||
test, and a fresh triage of the newest launch log with the current `catalog/triage.yaml`.
|
||||
2. Match the findings and log lines against `docs/PLAYBOOK.md` (symptom → fix) and `docs/FRAME_RUNTIME.md`.
|
||||
3. Check the analysis in `entry.json` (engine, XR API, `extra`: missing ovr symbols, features, Unreal version) and
|
||||
`package/elf.json` against the heuristics in CLAUDE.md. Compare `recipe.yaml` with catalog games that use the same
|
||||
engine and API.
|
||||
4. Compare `manifest.json → env.frame.build_id` with the build the docs describe: SteamOS updates change the runtime.
|
||||
5. A new failure signature means adding a patch module, a `triage.yaml` signature, a PLAYBOOK row and a unit test (see
|
||||
Conventions). Then `diag inspect` on the same zip should report it.
|
||||
+31
@@ -0,0 +1,31 @@
|
||||
# FAQ
|
||||
|
||||
## How should I lay out a game that has OBB files (an APK plus a data folder)?
|
||||
|
||||
Give every game its own folder, put the APK in it, and put the game's data next to the APK in a folder named
|
||||
after the game's **package name** (the name the `.obb` files contain, e.g. `com.Armature.VR4`):
|
||||
|
||||
```
|
||||
Games/ ← scan this folder (Add games → Scan a folder)
|
||||
├── Resident Evil 4/ ← one folder per game (any name)
|
||||
│ ├── VR4.apk ← the APK (any file name)
|
||||
│ └── com.Armature.VR4/ ← the data folder: exactly the package name
|
||||
│ ├── main.203.com.Armature.VR4.obb
|
||||
│ └── patch.203.com.Armature.VR4.obb
|
||||
└── Beat Saber/
|
||||
└── com.beatgames.beatsaber.apk ← games without OBBs: just the APK
|
||||
```
|
||||
|
||||
- **Data folder name:** the package name (`com.Armature.VR4` above), or `obb`. FramePort uses the first of the two
|
||||
that exists and isn't empty.
|
||||
- **Everything in that folder is copied** to the game's `Android/obb/<package>/` on the Frame, subfolders included.
|
||||
So games that ship raw data files instead of `.obb` files work the same way.
|
||||
- **One game per folder.** Several APKs in one folder count as one game; FramePort uses the first and keeps the others
|
||||
as alternates.
|
||||
- **Scanning:** pick the folder that contains the game folders (`Games/` above) to add them all, or one game's folder
|
||||
to add just that game. FramePort looks up to 5 levels deep.
|
||||
- **A single game:** Add games → Add an APK file… works with a lone APK too. Its data is found when the data folder sits next
|
||||
to the APK, named as above.
|
||||
|
||||
Not sure of the package name? Look at the OBB file names: `main.<version>.<package name>.obb`. Or add the APK
|
||||
first: the game's page shows the package name under **Details**.
|
||||
+33
-1
@@ -14,6 +14,19 @@
|
||||
`keyring = false` in `~/.config/containers/containers.conf`; a reboot clears already-leaked keys.
|
||||
- Picks the activity with category LAUNCHER (`APP_ACTIVITY`). Game data is visible at `/sdcard/Android/{obb,data}/<pkg>`.
|
||||
- 64-bit only (no AArch32).
|
||||
- `<install>/lepton-shaders/` holds Mesa's shader cache (Lepton sets `mesa.shader.cache.dir=/data/shaders`):
|
||||
`foz_cache.foz` + `foz_cache_idx.foz` per graphics driver (Turnip Vulkan, zink GL), typically 4–6 files and 7–19 MB
|
||||
per game, 2D apps included. It speeds up later starts; deleting it only costs one slower start.
|
||||
- **2D apps** (verified 2026-10-02 with an open-source 2048 game): Lepton runs every app headless
|
||||
(`lepton.headless=true`; only OpenXR output reaches the headset) unless the app folder (`STEAM_COMPAT_INSTALL_PATH`)
|
||||
contains a file `lepton-show-flatscreen` (`liblepton/app_metadata.sh`): then Android (11, Waydroid) gets a Wayland
|
||||
window shown as a flat panel in the headset. FramePort creates the file for Android apps without VR. Android's
|
||||
back/home/recents bar is drawn over the app's own controls; `qemu.hw.mainkeys=1` removes it, but it's only read at
|
||||
boot and Lepton has no setting for extra properties, so patch `device.hide_navbar` (default on for apps without
|
||||
VR) passes it as a second line of a
|
||||
`LEPTON_GFXRECON_*` value (Lepton copies those into the boot properties unescaped). Runtime alternatives didn't
|
||||
work on Android 11: `policy_control` is gone, `cmd statusbar send-disable-flag home recents` has no `back` and
|
||||
moves the back button onto the app's controls, the `sysui_nav_bar` layout and disabling SystemUI had no effect.
|
||||
|
||||
## OpenXR runtime (as seen by games through overport's loader)
|
||||
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
|
||||
@@ -22,8 +35,16 @@
|
||||
FB_swapchain_update_state, FB_space_warp, EXT_frame_synthesis, … (full list in any launch.log, tag overportOXR).
|
||||
- Missing (emulated by the adapter): XR_FB_passthrough, XR_FB_scene / spatial_entity(_query/_storage/_container) /
|
||||
scene_capture, XR_FB_composition_layer_image_layout (flip), XR_KHR_convert_timespec_time (returns
|
||||
FUNCTION_UNSUPPORTED). Missing (dropped): XR_KHR_composition_layer_equirect2, XR_KHR_composition_layer_cylinder
|
||||
FUNCTION_UNSUPPORTED). XR_FB_render_model is presumably missing too (not checked on the device yet); the adapter
|
||||
emulates it only with `controller_models=1` and uses a native one if the runtime ever has it. Missing (dropped): XR_KHR_composition_layer_equirect2, XR_KHR_composition_layer_cylinder
|
||||
(the VrApi bridge converts cylinders to quads).
|
||||
- Layer types (checked 2026-09-30 in `/opt/steamvr/bin/androidarm64/vrclient.so`, the Android-side runtime Lepton
|
||||
mounts at `/data/steamvr/runtime`): its compositors (`CSxrCompositorPrism`, `CSxrCompositorOpenVR`) only have
|
||||
`ComposeLayerQuad` and `ComposeLayerProjection`; cube/cylinder/equirect/equirect2 exist only as enum names, so
|
||||
there is nothing to switch on. It has a layer limit ("Exceeded the layer limit"; the value is logged by
|
||||
`layer_debug` from `maxLayerCount`). The adapter emulates cylinders (strips) and, per game, equirect layers
|
||||
(`equirect_emul`, an adapter projection layer). Quad layers are drawn above every projection layer regardless of
|
||||
submission order (seen 2026-10-01: quads placed before 4XVR's projection layer covered it).
|
||||
- Swapchain formats: GLES `GL_SRGB8_ALPHA8` (35907) / `GL_SRGB8` (35905) only, samples = 1. Vulkan: 43 (R8G8B8A8_SRGB)
|
||||
and 50, not 37/44 (UNORM).
|
||||
- Environment blend: ALPHA_BLEND available (greyscale passthrough cameras).
|
||||
@@ -84,3 +105,14 @@
|
||||
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
|
||||
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
|
||||
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
|
||||
|
||||
## Text input
|
||||
|
||||
- Lepton's Android has no on-screen keyboard (IME) and VR apps run headless, so no Android window has keyboard focus
|
||||
and key presses (Steam's keyboard, USB/Bluetooth keyboards, `input text`) don't reach VR apps. The app folder's
|
||||
`lepton-show-flatscreen` marker shows the window (VR keeps working) and gives it focus; Steam's on-screen keyboard
|
||||
then opens for its text fields (FramePort patch `device.text_input_window`).
|
||||
- `/dev/uinput` is writable by the steamos user (ACL for Steam Input): a uinput virtual keyboard works like a real
|
||||
one everywhere (FramePort's "Type on Frame", agent `_keyboard`).
|
||||
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
# Frame setup: what changes, networks, undoing it
|
||||
|
||||
For the steps themselves see [INSTALL.md](INSTALL.md#connecting-the-steam-frame).
|
||||
|
||||
## What the setup changes
|
||||
|
||||
The setup command runs [`bootstrap/bootstrap.sh`](../bootstrap/bootstrap.sh), served by the app over your
|
||||
local network. Everything it changes:
|
||||
|
||||
| Change | Where | How to undo |
|
||||
|---|---|---|
|
||||
| Turns on **Developer Mode** (only if it's off). Steam restarts once, which closes Desktop Mode; the rest of the setup finishes on its own as a user service (log: `~/.cache/frameport-setup.log`). | `"DevModeEnabled" "1"` in `~/.local/share/Steam/config/config.vdf` (old file kept as `config.vdf.before-frameport`), then Valve's own `steamos-polkit-helpers/steamos-devkit-mode --enable`. That helper enables the SSH server (`sshd`), the devkit service that makes the Frame findable on the network, the remote-desktop and debug services, and system crash dumps. | Settings → System → Developer → Developer Mode off. Valve's helper switches all of those services off again. |
|
||||
| Lets the app's SSH key in. | One line ending in `frameport` in `~/.ssh/authorized_keys`. The folder and file are created if missing. | Delete that line. |
|
||||
| Configures podman for Lepton. Rootless podman leaks one kernel keyring per container start, and after about 200 game starts every game fails. | `[containers]` / `keyring = false` in `~/.config/containers/containers.conf`. | Remove those lines. |
|
||||
| Asks Steam to install **Lepton** (Valve's Android runtime, Steam app 3029110) if it's missing. You confirm it in Steam. | Steam library | Uninstall it in Steam. |
|
||||
|
||||
The script runs as your user: no root, no `sudo`, no password. The only system-level change, Developer Mode, is
|
||||
made by Valve's own helper, the same one the Settings switch uses. If Developer Mode can't be turned on
|
||||
automatically, the script asks you to turn it on in Settings → System → Developer and run the command again.
|
||||
|
||||
Nothing else on the system is touched: no packages, no read-only-filesystem changes, no polkit rules. The script
|
||||
also leaves two files: `~/.cache/frameport-setup.sh` (the part that runs on its own) and its log.
|
||||
|
||||
**Later, the app adds** (all as your user, no root, no `sudo`):
|
||||
- FramePort's helper in `~/.local/share/frameport/`;
|
||||
- the games, each with a launcher and its data in `~/Applications/quest-frame/<package>/`;
|
||||
- their Steam library entries and artwork (`shortcuts.vdf` + `config/grid/`);
|
||||
- for PC VR games: an OpenXR layer (`~/.local/share/openxr/1/api_layers/explicit.d/XR_APILAYER_FRAMEPORT_timefix.json`)
|
||||
and, when the first PC VR game is installed, Valve's ARM64 Proton and its Steam Linux Runtime (Steam downloads them;
|
||||
Steam restarts once).
|
||||
|
||||
**Settings → Uninstall FramePort → Also remove from the Frame** deletes the games, their Steam entries, the helper
|
||||
folder, the OpenXR layer and the setup script's files. Developer Mode, the SSH key line, the podman setting, Lepton
|
||||
and Proton stay. Undo them as shown above or in Steam.
|
||||
|
||||
## Network and firewalls
|
||||
|
||||
The setup command is the only time the Frame connects to your computer: it downloads the script from FramePort on
|
||||
TCP port 8765 (8766/8767 if taken), only while the setup command is shown and for at most 30 minutes. Everything
|
||||
else goes from the computer to the Frame. If the command just says "timed out", the setup page shows what is likely
|
||||
blocking it after about 45 seconds:
|
||||
|
||||
- **Windows:** allow FramePort (or Python, when running from source) when Windows asks. On a network Windows treats as
|
||||
**Public** it stays blocked unless you allow public networks; set your home network to Private in Windows'
|
||||
network settings instead.
|
||||
- **macOS:** with the firewall on (System Settings → Network → Firewall), allow incoming connections for FramePort
|
||||
when asked.
|
||||
- **Linux:** firewalld: `sudo firewall-cmd --add-port=8765/tcp` (until the next restart). ufw:
|
||||
`sudo ufw allow 8765/tcp`, afterwards `sudo ufw delete allow 8765/tcp`.
|
||||
- **WSL:** Windows' Hyper-V firewall blocks connections into WSL without asking. FramePort adds a temporary rule for
|
||||
the setup ports (one admin prompt) and removes it again when setup is done or after 35 minutes. WSL must use
|
||||
mirrored networking: `networkingMode=mirrored` under `[wsl2]` in `%UserProfile%\.wslconfig`, then `wsl --shutdown`.
|
||||
- Or skip the setup command and use the devkit pairing (see [INSTALL.md](INSTALL.md#connecting-the-steam-frame)): it needs no connection into your computer.
|
||||
@@ -0,0 +1,75 @@
|
||||
# Tested games
|
||||
|
||||
Games tested on the Steam Frame with FramePort's recipes. Games not listed here may work too: FramePort suggests patches for them, and a working config can be shared from the app (**Share working config…**).
|
||||
Tested a game? [Share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) or [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml) (in the app: the game's **…** menu does both and fills in the details).
|
||||
Generated from [catalog/games](../catalog/games) by `scripts/compat_list.py`.
|
||||
|
||||
| Game | Platform | Status | Notes |
|
||||
|---|---|---|---|
|
||||
| 4XVR Video Player | Quest | ✅ Works | |
|
||||
| AllInOneSports | Quest | ✅ Works | |
|
||||
| Asgard's Wrath 2 | Quest | ✅ Works | |
|
||||
| BAM | Quest | ✅ Works | |
|
||||
| BARTENDER VR SIMULATOR | Quest | ✅ Works | |
|
||||
| Batman: Arkham Shadow | Quest | ✅ Works | |
|
||||
| BattleGlide | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber (co-existence build) | Quest | ✅ Works | |
|
||||
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
|
||||
| Carve Snowboarding | Quest | ✅ Works | |
|
||||
| Cook-Out | Quest | ✅ Works | |
|
||||
| Demeter | Quest | ✅ Works | |
|
||||
| Dinosaur Island | Quest | ✅ Works | |
|
||||
| Espire 2 | Quest | ✅ Works | |
|
||||
| Genotype | Quest | ✅ Works | |
|
||||
| H.U.N.T | Quest | ✅ Works | |
|
||||
| I Am Monkey | Quest | ✅ Works | |
|
||||
| In Death: Unchained | Quest | ✅ Works | |
|
||||
| Into The Radius 2 | Quest | ✅ Works | |
|
||||
| Job Simulator | Quest | ✅ Works | |
|
||||
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
|
||||
| LEGO® Bricktales | Quest | ✅ Works | |
|
||||
| Marvel's Deadpool VR | Quest | ✅ Works | |
|
||||
| Marvel's Iron Man VR | Quest | ✅ Works | |
|
||||
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
|
||||
| Mobile Suit Gundam: Silver Phantom | Quest | ✅ Works | |
|
||||
| Nano | Quest | ✅ Works | |
|
||||
| NEX Player | Quest | ✅ Works | |
|
||||
| NOPE CHALLENGE | Quest | ✅ Works | |
|
||||
| palazzo_santacruz | Quest | ✅ Works | |
|
||||
| Path of the Warrior | Quest | ✅ Works | |
|
||||
| PowerWash Simulator VR | Quest | ✅ Works | |
|
||||
| QuestCraft | Quest | ✅ Works | |
|
||||
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
|
||||
| Riven | Quest | ✅ Works | |
|
||||
| Robo Recall | Quest | ✅ Works | |
|
||||
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
|
||||
| Space Pirate Trainer Quest | Quest | ✅ Works | |
|
||||
| Stremio | Quest | ✅ Works | |
|
||||
| SUPERHOT VR | PC VR | ✅ Works | |
|
||||
| SUPERHOT VR | Quest | ✅ Works | |
|
||||
| TetrisEffect | Quest | ✅ Works | |
|
||||
| The Climb 2 | Quest | ✅ Works | |
|
||||
| Toy Master | Quest | ✅ Works | |
|
||||
| Under Cover | Quest | ✅ Works | |
|
||||
| VR4 | Quest | ✅ Works | |
|
||||
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
|
||||
| Wander | Quest | ✅ Works | |
|
||||
| Accounting+ | Quest | ⚠️ Works with issues | Starts in VR, but doesn't get past its "press any button" screen. |
|
||||
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
|
||||
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
|
||||
| I Am Cat | Quest | ⚠️ Works with issues | The view vibrates slightly, even when holding still. |
|
||||
| Lucky's Tale | Quest | ⚠️ Works with issues | Runs out of memory within a few minutes and freezes the Frame until the game is killed. |
|
||||
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
|
||||
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
|
||||
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
|
||||
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
|
||||
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
|
||||
| BONELAB | Quest | ❌ Doesn't run | Crashes while starting its graphics (Vulkan); no fix yet. |
|
||||
| Espire 1: VR Operative (Quest Edition) | Quest | ❌ Doesn't run | Mesa GL driver crash during texture upload. |
|
||||
| HITMAN 3 VR: Reloaded | Quest | ❌ Doesn't run | Vulkan driver crash (freedreno), even without Valve layers. |
|
||||
| Journey of the Gods | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Roblox | Quest | ❌ Doesn't run | Crashes on its first VR frame on the Frame. |
|
||||
| Shadow Point | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
| Sniper Elite VR | Quest | ❌ Doesn't run | GPU hang (zink: DEVICE LOST) even with MSAA off. |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
+217
-43
@@ -1,59 +1,233 @@
|
||||
# Installing FramePort
|
||||
|
||||
Download the archive for your OS from the [latest release](https://github.com/spoopyghosty0/frameport/releases/latest)
|
||||
and extract it anywhere. No installer and no admin rights are needed. On first start, open **Tools → Install
|
||||
missing** once: FramePort downloads its own Java runtime, the overport CLI and apksigner into its data folder.
|
||||
Download the archive for your computer from the [latest release](https://github.com/spoopyghosty0/frameport/releases/latest)
|
||||
and extract it anywhere. No installer or admin rights are needed. On first start FramePort downloads its Java
|
||||
runtime, the OVRPort CLI and apksigner into its data folder (Settings → Tools shows them).
|
||||
|
||||
| OS | Archive | Start |
|
||||
| Computer | Archive | Start |
|
||||
|---|---|---|
|
||||
| Windows 10/11 (x64) | `FramePort-windows-x64.zip` | `FramePort.exe` |
|
||||
| macOS (Apple Silicon) | `FramePort-macos-arm64.zip` | `FramePort.app` |
|
||||
| Linux (x64) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` (needs GTK 3) |
|
||||
| Linux (x64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` |
|
||||
| Linux (ARM64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-arm64.tar.gz` | `FramePort/FramePort` |
|
||||
| Command line only (Python 3.11+) | `frameport-<version>-py3-none-any.whl` | `frameport --help` |
|
||||
|
||||
The command-line version installs from the wheel's release link with `uv tool install <link>` (or pipx / pip).
|
||||
|
||||
## First launch
|
||||
|
||||
FramePort is free and signed with its own **self-signed** certificate (Windows) and **ad-hoc** signature (macOS),
|
||||
not a paid one, so your OS warns the first time:
|
||||
The builds are signed with a free self-signed certificate (Windows) and an ad-hoc signature (macOS), so the first
|
||||
start shows a warning:
|
||||
|
||||
- **Windows:** SmartScreen shows "Windows protected your PC" → click **More info** → **Run anyway**.
|
||||
Optional, to make Windows show "FramePort" as a verified publisher: import `FramePort-selfsigned.cer` (attached
|
||||
to each release) into **Trusted Root Certification Authorities** (right-click → Install Certificate → Current User →
|
||||
"Place all certificates in the following store"). The certificate is limited to code signing and cannot issue other
|
||||
certificates. SmartScreen is reputation-based, so it may still warn for new versions. Only do this if you trust the
|
||||
builds from this repository; remove it any time with `certmgr.msc`.
|
||||
- **macOS:** right-click `FramePort.app` → **Open** → **Open** (only needed once), or run
|
||||
`xattr -dr com.apple.quarantine FramePort.app`.
|
||||
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort`.
|
||||
- **Windows:** "Windows protected your PC" → **More info** → **Run anyway**. Optional: import
|
||||
`FramePort-selfsigned.cer` (attached to each release) into *Trusted Root Certification Authorities* (Current User) to
|
||||
show FramePort as the publisher; the certificate can only sign code. Remove it with `certmgr.msc`.
|
||||
- **macOS:** right-click `FramePort.app` → **Open** → **Open** (once), or `xattr -dr com.apple.quarantine FramePort.app`.
|
||||
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort` (ARM64: `FramePort-linux-arm64.tar.gz`).
|
||||
|
||||
## Oculus Rift (PC VR) games
|
||||
Scan a folder of Rift games (one folder per game; the game may sit a few levels down, next to installers and archives)
|
||||
the same way as Quest dumps, or use **Add games → Add one game folder…**. FramePort finds the program that starts
|
||||
each game; when it isn't sure (e.g. an Oculus and a Steam build side by side) it asks you. It also fetches artwork, descriptions, genres and
|
||||
(for games also sold on Steam) screenshots, and gives each Steam library entry full artwork plus tags for how it
|
||||
runs, its original platform (Meta Quest / Oculus Rift) and its genres. If your copies are already patched, switch on **Already patched** on the game page:
|
||||
Quest APKs are installed unchanged, Rift games start without Revive. If you installed Revive
|
||||
yourself (official installer), FramePort uses that one; otherwise it downloads its own portable copy (Tools shows which;
|
||||
nothing is installed system-wide).
|
||||
- **Play from this PC:** needs Windows with Steam and SteamVR. "Install on this PC" adds the game to your Steam
|
||||
library (Steam closes and reopens once); stream it to the Frame with Steam Link / SteamVR.
|
||||
- **Play on the Frame (experimental):** Frame → "Install Proton" (confirm the download in the headset), then "Install
|
||||
on Frame (Proton)" on the game page.
|
||||
- Games that use the Oculus Platform SDK (FramePort shows a note) check your Oculus license: they need the Oculus app
|
||||
installed on the PC with a license you own, so they can't run on the headset.
|
||||
## Connecting the Steam Frame
|
||||
|
||||
The Frame and the computer must be on the same network.
|
||||
|
||||
1. In FramePort open **Steam Frame** and click **Show setup command**.
|
||||
2. First time only, on the Frame:
|
||||
1. Open the **SteamVR dashboard → Launch a program → Desktop**: the Linux desktop opens on a virtual screen.
|
||||
2. Open the app menu (bottom-left corner of that desktop) → **System → Konsole** (or search for Konsole).
|
||||
3. Type the command FramePort shows exactly as shown (on-screen keyboard or any USB/Bluetooth keyboard) and press
|
||||
**Enter**. It looks like `curl -fsS 192.168.1.20:8765/1a2b3c4d | bash`: your computer's address, then a
|
||||
one-time code.
|
||||
4. After a few seconds the desktop closes by itself (Steam restarts once); that's expected. If
|
||||
Steam asks to install **Lepton** (Valve's Android runtime), confirm it.
|
||||
|
||||
FramePort connects by itself within a minute. No password is needed. The command lets FramePort in and turns on
|
||||
**Developer Mode** (which includes SSH); everything it changes is listed in [FRAME_SETUP.md](FRAME_SETUP.md).
|
||||
3. Later starts: a Frame in Developer Mode appears in the list and FramePort connects to it automatically. (If you
|
||||
turn Developer Mode off in Settings → System → Developer, turn it on again there.)
|
||||
|
||||
**Without Konsole:** turn on Developer Mode yourself (Settings → System → Developer). The Frame then appears under
|
||||
**On your network**. On the Frame open Settings → Developer → **Pair new host**, then click **Connect** in FramePort
|
||||
and approve it on the Frame (Valve's own devkit pairing; it only sends this computer's key to the Frame). Install
|
||||
Lepton from the Steam Frame page afterwards if it's missing.
|
||||
|
||||
### With a USB cable
|
||||
|
||||
For networks that block the setup (guest Wi-Fi, firewalls, discovery not working), and for faster uploads:
|
||||
|
||||
1. On the Frame, turn on **Developer Mode** (Settings → System → Developer Mode). The Frame's USB network only exists
|
||||
in Developer Mode.
|
||||
2. Connect the Frame's USB-C port to the computer.
|
||||
3. In FramePort: **Steam Frame → Set up with a USB cable**. FramePort detects the cable and shows the setup command,
|
||||
which reaches the computer over the cable. Already set up? It connects over the cable right away.
|
||||
|
||||
The cable needs no driver on Windows 10/11, macOS or Linux, and the computer gets an address from the Frame
|
||||
automatically. Uploads use the cable whenever it's plugged in (about 37 MB/s, ~3× typical Wi-Fi), even when FramePort
|
||||
connected over Wi-Fi. Unplug it any time: FramePort finds the Frame on Wi-Fi again by itself.
|
||||
|
||||
### Firewalls
|
||||
|
||||
If the setup command only says "timed out", a firewall on your computer blocks the Frame; the setup page
|
||||
says which after about 45 seconds. Details per system: [FRAME_SETUP.md](FRAME_SETUP.md#network-and-firewalls).
|
||||
|
||||
## Running FramePort on the Frame (experimental)
|
||||
|
||||
FramePort can run on the Steam Frame itself, without a PC: in **Desktop Mode**, download
|
||||
`FramePort-linux-arm64.tar.gz`, unpack it (`tar xzf FramePort-linux-arm64.tar.gz`) and start `FramePort/FramePort`.
|
||||
Turn on **Developer Mode** first (Steam → Settings → System); FramePort then manages "This Frame" directly, with
|
||||
no pairing. Games are added to the Steam library when you go back to **Gaming Mode** (Steam has to restart for it,
|
||||
which would end Desktop Mode). This is new: please report anything odd with **Report a problem**.
|
||||
|
||||
## Installing games
|
||||
|
||||
- **Install on Frame** on a game's page (or select several in the Library and install them together). Installs run
|
||||
one after another in the background; **Activity** shows the current one at the top.
|
||||
- **Update all** reinstalls every game whose build changed (e.g. after a FramePort update). Questions that need an
|
||||
answer (e.g. Oculus games that can't run on the Frame) are asked once, for all games.
|
||||
- If the Frame goes to sleep, turns off or leaves the Wi-Fi, the queue **waits** and continues once it's back; uploads
|
||||
pick up where they stopped. While installs run, FramePort keeps the Frame from going to sleep. Before a large batch
|
||||
it checks the Frame has enough free space.
|
||||
- Your own game files are never changed. The converted copy is temporary: it's removed once the game is on the Frame
|
||||
(Settings → Installing: keep them, or remove all now).
|
||||
- **Game settings…** (game menu or the Steam Frame page): sharpness, refresh rate, controllers, menus, 360° video and
|
||||
mixed-reality options in plain words, only those that matter for the game. Changes are kept with the game and,
|
||||
when it's installed, used the next time it starts.
|
||||
- Ordinary Android apps (no VR) are installed unchanged and shown as a flat window in the headset. Android's
|
||||
back/home/recents buttons are hidden by default (patch **Hide Android's navigation bar**).
|
||||
|
||||

|
||||
|
||||
Each game has **Game settings** in plain words (sharpness, refresh rate, controllers, menus, 360° video, mixed
|
||||
reality), showing only what matters for that game. Changes are kept with the game and reach the Frame right away.
|
||||
|
||||

|
||||
|
||||
## Typing on the Frame
|
||||
|
||||
- **Type on Frame** (Steam Frame page, a game's menu, or the keyboard icon on the sidebar's Frame card): while the
|
||||
window is open, this computer's keyboard works as a keyboard plugged into the Frame. Select a text field in the
|
||||
headset (in an app, Steam or the desktop) and type; Esc and shortcuts go to the Frame too. Paste longer text into
|
||||
the box to type it in one go (US keyboard layout). Click **Done** to disconnect.
|
||||
- **Steam's on-screen keyboard** opens for text fields of apps shown as a window (2D apps, and VR apps with
|
||||
**Show the app's Android window**). Steam lists that window as **Gamescope** (the Frame's display compositor);
|
||||
leave it open: it's what receives the typing, the VR view isn't affected.
|
||||
- **Unity apps whose text fields close at once** (a caret flashes, nothing can be typed): FramePort suggests
|
||||
**Make Unity text fields work** for them. The first time, it downloads Cpp2IL (a tool that finds the right spot in the
|
||||
game's code, ~17 MB). Games added before this version: open the game's menu → **Analyze again**, then reinstall.
|
||||
|
||||
## Updating
|
||||
|
||||
**Game configs** (the tested recipes in the catalog) update by themselves: FramePort checks GitHub every 6 hours for
|
||||
newly confirmed or fixed configs and uses them without a FramePort update; a game whose recipe changed then shows
|
||||
**Update on Frame**. Configs that need a newer FramePort are skipped until you update. Settings → Data shows the last
|
||||
check (**Check now**) and turns this off.
|
||||
|
||||
|
||||
FramePort checks for a new release at start and every 6 hours (it only downloads the release information). When one
|
||||
exists, the Library shows **Update now**: FramePort downloads the new version, verifies it against the release's
|
||||
`SHA256SUMS.txt` (on Windows also the signature), restarts and opens as the new version. Games, settings, signing keys
|
||||
and the Frame connection are kept. Running installs finish first. **Later** skips that version.
|
||||
|
||||
Settings → **Updates**: turn the check off, or turn on **Install updates automatically** (downloads in the background,
|
||||
installs at the next start). If FramePort's folder isn't writable, **Update now** opens the release page instead. The
|
||||
update log is `logs/update.log` in the data folder.
|
||||
|
||||
**Dev builds:** when you're asked to test a fix before it's released, use Settings → Updates → **Install the latest
|
||||
dev build…**. It shows what to test, then installs like an update (same checks). Dev builds are less tested; the next
|
||||
release is offered to you as a normal update.
|
||||
|
||||
Command line: `frameport update` (`--check` only checks, exit code 10 = update available; `--yes` doesn't ask).
|
||||
`FRAMEPORT_NO_UPDATE_CHECK=1` turns all checks off.
|
||||
|
||||
## PC VR games
|
||||
|
||||
PC VR games are Windows VR games (OpenXR, SteamVR or Oculus). Scan a folder of them (one folder per game) or use
|
||||
**Add games → Add one game folder…**. FramePort finds the game's program and asks when there is more than one
|
||||
candidate. **Already patched** on a game page installs a copy unchanged. Oculus-only games need Revive: FramePort uses
|
||||
an installed Revive, or downloads a portable copy.
|
||||
|
||||
- **Play from this PC:** Windows with Steam and SteamVR. **Install on this PC** adds the game to Steam; stream it to the
|
||||
Frame with Steam Link. If a game can't keep up with the refresh rate, FramePort lowers the rate and enables motion
|
||||
smoothing in SteamVR's per-game settings the next time you press Play.
|
||||
- **Play on the Frame (experimental):** Steam Frame → *PC VR games (Proton)* → **Install**, then **Install on Frame**
|
||||
on the game page.
|
||||
- Games that use the Oculus Platform SDK check the licence through the Oculus app, so they run on the PC only.
|
||||
|
||||
**Windows games without VR:** **Add games → Add one game folder…** with the game's folder (pick the program that
|
||||
starts it if asked). FramePort installs it on the Frame and Proton runs it as a window, like Steam's own Windows games;
|
||||
it shows up in the Frame's Steam library tagged "Windows game on Frame". Whether a game runs depends on Proton on ARM
|
||||
(x86 games run through emulation).
|
||||
|
||||
## Linux apps (arm64)
|
||||
|
||||
The Frame runs SteamOS on an arm64 CPU, so native Linux apps built for **aarch64/arm64** run on it directly (no
|
||||
Android container, no Proton). **Add games → Add a Linux app (arm64)…** takes an AppImage or a `.zip`/`.tar.gz`/
|
||||
`.tar.xz` archive; **Add a Linux app folder…** takes an unpacked app. FramePort finds the program that starts it (the
|
||||
game page's **Change…** picks another one) and whether it's a VR (OpenXR) app. **Install on Frame** uploads it
|
||||
unchanged and adds it to the Frame's Steam library, tagged "Linux app on Frame"; Play, launch tests and Uninstall
|
||||
work like for other games.
|
||||
|
||||
- x86_64 builds can't run on the Frame: FramePort says so when you add one. Look for an aarch64/arm64 download.
|
||||
- The app must bring the libraries SteamOS doesn't have. If some are missing, the install reports them and the game
|
||||
page lists them: look for a build that includes them.
|
||||
- From the command line: `frameport add-linux <AppImage, folder or archive> [--exe <program>]`.
|
||||
|
||||
## Files on the Frame (videos, documents, mods, saves)
|
||||
|
||||
The **Files** tab manages files on the Frame over the same connection as installs; no other transfer app is needed.
|
||||
Pick a location, browse folders, and use **Upload files** / **Upload folder**, **New folder**, or the download, rename
|
||||
and delete buttons on each entry. Right-click an entry (or the empty space) for the same actions in a menu. Tick
|
||||
several entries (or the box above the list for all), or click and drag across them, to download or delete them
|
||||
together; a right-click on one of them then acts on all. The **Screenshots** tab and the **Library** work the same
|
||||
way: right-click for a menu, drag across cards to select several. In the downloaded app you can also drag files and folders from Explorer / Finder / your file manager onto
|
||||
the list to upload them into the open folder. Uploads and downloads run in the Activity panel, resume after an interruption and
|
||||
skip files that are already there.
|
||||
|
||||
- **Videos**, **Downloads** and **Documents** appear inside every Quest game as `/sdcard/Movies`, `/sdcard/Download`
|
||||
and `/sdcard/Documents`. Apps find files by browsing folders; Android's media index doesn't work on the Frame.
|
||||
- Under **Game storage**, each installed game has its own `/sdcard` (mods, saves). A game's menu → **Add videos and
|
||||
files…** opens it. Video players that list only their own folder (e.g. 4XVR's "Internal Storage" = `4XPlayer`) find
|
||||
videos uploaded into that folder.
|
||||
- **Home folder** shows everything in the Frame's home folder (hidden files with **Show hidden files**).
|
||||
|
||||
Command line: `frameport frame send <files> --dest videos` (`frameport frame storage` lists the destinations).
|
||||
|
||||
## Sharing a working game, reporting a problem
|
||||
|
||||
- **Share working config…** (game menu): opens a prefilled GitHub issue with the game's patches and settings. Accepted
|
||||
configs become built-in recipes. Untested games ask on their page once they've been installed or tested: **It
|
||||
works**, **It has issues** or **It doesn't run**.
|
||||
- **Report a problem…** (game menu, or Settings → Problems and feedback): saves a diagnostics zip to Documents (logs,
|
||||
recipe, device details; IP addresses, user names, home folders and Steam ids replaced) and opens a prefilled GitHub
|
||||
issue to attach it to. Command line: `frameport diag report <game>`, `frameport share-recipe <game>`.
|
||||
|
||||
## Command line
|
||||
|
||||
Everything the app does is also a `frameport` command (in a source checkout: `uv run frameport`); `frameport --help`
|
||||
and `frameport <command> --help` describe every option. The main ones:
|
||||
|
||||
| Command | What it does |
|
||||
|---|---|
|
||||
| `scan <folder>` / `list` / `show <game>` | add games, list the library, show a game's analysis and patches |
|
||||
| `add-linux <path>` | add an arm64 Linux app (AppImage, folder or archive) |
|
||||
| `recipe <game> --enable/--disable <patch>` | change a game's patches (`patches` lists them all) |
|
||||
| `build <game>` / `install <game>` / `test <game>` | build, install on the Frame (`--to pc` for PC VR on this PC), launch test |
|
||||
| `frame discover` / `frame connect` / `frame info` | find, pair with and describe the Frame |
|
||||
| `frame send` / `frame storage` / `frame cleanup` | copy files to the Frame, show where they go, free space |
|
||||
| `tools status` / `tools install` | the tools FramePort downloads |
|
||||
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
|
||||
| `update` | update FramePort |
|
||||
|
||||
Exit codes: 0 done, 1 something failed, 2 wrong usage, 10 (`update --check`) a newer version exists. Errors are
|
||||
one line on stderr; `FRAMEPORT_DEBUG=1` shows the full traceback.
|
||||
|
||||
## Uninstalling
|
||||
Settings → **Uninstall FramePort…** (or `frameport uninstall-app`) removes everything FramePort created: its data
|
||||
folder (tools, library, artwork, cache, builds), the Steam shortcuts it added on this PC and, optionally, its games and
|
||||
files on the Frame (saves can be kept). It first saves a zip of your signing keys to Documents (game updates must be
|
||||
signed with the same key). Then delete the FramePort program folder.
|
||||
|
||||
Settings → **Uninstall FramePort…** (or `frameport uninstall-app`) removes its data folder, the Steam shortcuts it
|
||||
added on this computer and, optionally, its games on the Frame (saves can be kept). It first saves your signing keys
|
||||
to Documents: game updates must be signed with the same key. Then delete the program folder.
|
||||
|
||||
## Verify a download
|
||||
|
||||
Every archive has a GitHub build attestation proving it was built by this repository's CI from a tagged commit:
|
||||
|
||||
```
|
||||
gh attestation verify FramePort-windows-x64.zip -R spoopyghosty0/frameport
|
||||
```
|
||||
|
||||
and `SHA256SUMS.txt` lists the checksums (`sha256sum -c SHA256SUMS.txt`). The Windows certificate's SHA-256
|
||||
fingerprint is `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`.
|
||||
Each archive has a GitHub build attestation:
|
||||
`gh attestation verify FramePort-windows-x64.zip -R spoopyghosty0/frameport`. `SHA256SUMS.txt` lists the checksums
|
||||
(`sha256sum -c SHA256SUMS.txt`). Windows certificate SHA-256 fingerprint:
|
||||
`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`.
|
||||
Loaded 100 of 301 files, more files were not shown because too many files have changed in this diff.
Show more
Reference in new issue
Block a user