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No files matched your search
@@ -5,6 +5,15 @@ on:
|
||||
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:
|
||||
@@ -40,6 +49,8 @@ jobs:
|
||||
archive: FramePort-macos-arm64.zip
|
||||
- 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
|
||||
@@ -48,11 +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: ${{ runner.os == 'macOS' || runner.arch == 'ARM64' }}
|
||||
- name: macOS / Linux ARM64 fallback (PyInstaller bundle)
|
||||
if: (runner.os == 'macOS' || runner.arch == 'ARM64') && steps.flet.outcome == 'failure'
|
||||
run: uv run --with pyinstaller python scripts/package.py --pyinstaller
|
||||
|
||||
# ---- signing: self-signed certificate on Windows, ad-hoc on macOS ----
|
||||
@@ -82,8 +96,27 @@ jobs:
|
||||
if: runner.os == 'macOS'
|
||||
run: |
|
||||
app=$(find dist -maxdepth 3 -name "*.app" -type d | head -1)
|
||||
codesign --force --deep --sign - "$app"
|
||||
# Re-signing replaces the signature, entitlements included: pass them again, or the file picker refuses to
|
||||
# open ("ENTITLEMENT_NOT_FOUND", GitHub #63). flet build writes them to Release.entitlements; the
|
||||
# PyInstaller fallback has none, so it gets the same set.
|
||||
ent=build/flutter/macos/Runner/Release.entitlements
|
||||
if [ ! -f "$ent" ]; then
|
||||
ent="$RUNNER_TEMP/FramePort.entitlements"
|
||||
cat > "$ent" <<'EOF'
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0"><dict>
|
||||
<key>com.apple.security.cs.allow-jit</key><true/>
|
||||
<key>com.apple.security.cs.allow-unsigned-executable-memory</key><true/>
|
||||
<key>com.apple.security.network.client</key><true/>
|
||||
<key>com.apple.security.network.server</key><true/>
|
||||
<key>com.apple.security.files.user-selected.read-write</key><true/>
|
||||
</dict></plist>
|
||||
EOF
|
||||
fi
|
||||
codesign --force --deep --sign - --entitlements "$ent" "$app"
|
||||
codesign --verify --deep --strict --verbose=2 "$app"
|
||||
codesign -d --entitlements - "$app" 2>/dev/null | tee /dev/stderr | grep -q "files.user-selected.read-write"
|
||||
|
||||
# ---- package (archives keep permissions/symlinks) + provenance ----
|
||||
- name: Package (Windows)
|
||||
@@ -95,7 +128,9 @@ 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 ${{ matrix.archive }}
|
||||
@@ -124,6 +159,12 @@ jobs:
|
||||
merge-multiple: true
|
||||
- name: Wheel (CLI install via uv tool / pipx / pip, and its self-update)
|
||||
run: uv build --wheel -o out && ls out
|
||||
- name: Videos (docs/media, rendered by the showcase workflow; frameport-<name>.mp4 → FramePort-<name>.mp4)
|
||||
run: |
|
||||
for f in docs/media/frameport-*.mp4; do
|
||||
[ -f "$f" ] || continue
|
||||
n=$(basename "$f" .mp4); cp "$f" "out/FramePort-${n#frameport-}.mp4"
|
||||
done
|
||||
- name: Checksums
|
||||
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
|
||||
- name: Publish release
|
||||
@@ -137,10 +178,50 @@ jobs:
|
||||
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)."; echo;
|
||||
{ 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 +1,107 @@
|
||||
name: showcase
|
||||
# Docs screenshots and the videos (the demo tour, the install tutorial, …), rendered from the demo library
|
||||
# (docs/showcase/, scripts/showcase/; see docs/SHOWCASE.md). Opens or updates one pull request (branch
|
||||
# showcase/update) when a picture really changed; the renders are also kept as a workflow artifact either way.
|
||||
on:
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
videos:
|
||||
description: "Videos to record too: names from docs/showcase/videos (e.g. tour install), all, or empty"
|
||||
type: string
|
||||
default: ""
|
||||
push:
|
||||
branches: [main]
|
||||
paths:
|
||||
- "src/frameport/ui/**"
|
||||
- "src/frameport/locales/**"
|
||||
- "docs/showcase/**"
|
||||
- "scripts/showcase/**"
|
||||
|
||||
concurrency:
|
||||
group: showcase-${{ github.ref }}
|
||||
cancel-in-progress: true
|
||||
|
||||
permissions:
|
||||
contents: write
|
||||
pull-requests: write
|
||||
|
||||
jobs:
|
||||
render:
|
||||
runs-on: ubuntu-22.04
|
||||
timeout-minutes: 60
|
||||
env:
|
||||
PYTHONUTF8: "1"
|
||||
PYTHONIOENCODING: utf-8
|
||||
TZ: UTC
|
||||
steps:
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 0 # the push's changed files decide whether the video is recorded again
|
||||
- uses: astral-sh/setup-uv@v10.2.0
|
||||
- name: ffmpeg and fonts
|
||||
run: sudo apt-get update && sudo apt-get install -y ffmpeg fonts-roboto fonts-noto-color-emoji
|
||||
- run: uv sync --extra dev --python 3.12 # the Python the renders are made with locally
|
||||
- name: Chromium for Playwright
|
||||
run: uv run playwright install --with-deps chromium
|
||||
- name: Store art cache (fetched once from the stores the app uses)
|
||||
uses: actions/cache@v6.1.0
|
||||
with:
|
||||
path: ~/.cache/frameport-showcase
|
||||
key: showcase-art-${{ hashFiles('docs/showcase/demo-library.yaml') }}
|
||||
restore-keys: showcase-art-
|
||||
|
||||
- name: Docs screenshots
|
||||
run: uv run python scripts/showcase/render_docs.py --keep showcase-out/screenshots
|
||||
|
||||
- name: Videos
|
||||
# a push records the videos whose storyboard (docs/showcase/videos/<name>.yaml) changed, or all of them when
|
||||
# the recorder changed (UI tweaks alone don't re-record ~10 MB files); Run workflow records what it's asked
|
||||
env:
|
||||
INPUT_VIDEOS: ${{ inputs.videos }}
|
||||
BEFORE: ${{ github.event.before }}
|
||||
run: |
|
||||
if [ "$GITHUB_EVENT_NAME" = workflow_dispatch ]; then
|
||||
read -ra names <<< "$INPUT_VIDEOS"
|
||||
if [ ${#names[@]} -eq 0 ]; then echo "no videos asked for"; exit 0; fi
|
||||
[ "${names[0]}" = all ] && names=()
|
||||
uv run python scripts/showcase/record_video.py "${names[@]}" --work showcase-out/videos
|
||||
else
|
||||
uv run python scripts/showcase/record_video.py --changed-since "$BEFORE" --work showcase-out/videos
|
||||
fi
|
||||
|
||||
- name: Keep the renders
|
||||
if: always()
|
||||
uses: actions/upload-artifact@v7
|
||||
with:
|
||||
name: showcase
|
||||
path: |
|
||||
showcase-out/screenshots
|
||||
showcase-out/videos/*/video.json
|
||||
docs/media
|
||||
docs/images/tour-teaser.webp
|
||||
if-no-files-found: ignore
|
||||
retention-days: 14
|
||||
|
||||
- name: What changed
|
||||
id: diff
|
||||
run: |
|
||||
git status --short -- docs/images docs/media
|
||||
if [ -n "$(git status --porcelain -- docs/images docs/media)" ]; then
|
||||
echo "changed=true" >> "$GITHUB_OUTPUT"; fi
|
||||
- name: Pull request
|
||||
if: steps.diff.outputs.changed == 'true' && github.ref == 'refs/heads/main'
|
||||
uses: peter-evans/create-pull-request@v8.1.1
|
||||
with:
|
||||
branch: showcase/update
|
||||
delete-branch: true
|
||||
add-paths: |
|
||||
docs/images/*
|
||||
docs/media/*
|
||||
commit-message: "Docs: update screenshots and videos"
|
||||
title: "Update docs screenshots and videos"
|
||||
body: |
|
||||
Rendered by the `showcase` workflow from the demo library (docs/showcase/demo-library.yaml) with a
|
||||
pretend Frame: only pictures that visibly changed are included. Look them over before merging (the
|
||||
run's `showcase` artifact has every render).
|
||||
|
||||
Run: ${{ github.server_url }}/${{ github.repository }}/actions/runs/${{ github.run_id }}
|
||||
@@ -19,3 +19,4 @@ CLAUDE.local.md
|
||||
# outputs of `frameport report` / `parity` / ruff
|
||||
REPORT.md
|
||||
.ruff_cache/
|
||||
.claude/worktrees/
|
||||
@@ -10,8 +10,20 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
## Layout
|
||||
- `src/frameport/` — Python package. `pipeline.py` is the API the CLI (`cli.py`) and GUI (`ui/`, Flet 1.0) share.
|
||||
- `ui/` — `app.py` shell (sidebar with Frame connection + activity cards, routing, actions, 30 s connection poll),
|
||||
`theme.py` (dark design tokens; change colours/spacing only there), `components.py` (pill, card, callout,
|
||||
status_row, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
`theme.py` (design tokens; change colours/spacing only there. Dark-only colour themes (owner: no light mode):
|
||||
built-ins `portal` (default), `portal_oled` (true black) and `original` (the old violet; alias `classic`). Portal =
|
||||
the logo's dichotomy: orange ACCENT = main action + selection, blue SECONDARY = secondary (outlined) buttons,
|
||||
progress, switch tracks, PC; `dual` themes add the blue→orange sidebar edge, two-colour wordmark (`C.wordmark`) and
|
||||
selected-tab fade (`C.portal_gradient`). Installable theme files `<data>/themes/*.json` (docs/THEMES.md: name,
|
||||
base, dual, any subset of `T.TOKENS`; refused if light/unreadable, `T.ThemeError`), Settings → Appearance: cards
|
||||
switch live via `app.restyle()` (rebuilds the shell, drops cached views; setting `ui.theme`), "Install theme
|
||||
file…", "Copy this theme as a file", bin icon removes. Read tokens as `T.NAME` when building — never as a default argument or module-level constant (they
|
||||
keep the import-time theme; module maps refill through `T.on_change`, `tests/test_theme.py` checks defaults)),
|
||||
`glyphs.py` + `icons/` (the logo `logo.svg`/`logo-solid.svg` = a monitor that comes out of a tilted portal as the
|
||||
Frame, and 24 px line glyphs `fp:frame|port|patch|container|test|pc|sync|live|shot|keys|recipe|link`, copied into
|
||||
the assets dir and shown as tinted `ft.Image`s: pass `G.FRAME` … wherever an icon goes, `C.as_icon` / the button
|
||||
helpers handle both kinds; `src/assets/icon.png` = the bundles' app icon), `components.py` (pill, card, callout,
|
||||
checklist, art_fill, confirm, `update()` = safe update: in Flet 1.0 reading `.page` of an unmounted control
|
||||
raises), `jobs.py` (background FIFO job queue, one at a time, cancel via Reporter; no Flet), `views/`
|
||||
(library: search/filters/tags/sort as pure tested helpers; game: hero + one-click install, patches under
|
||||
"Customize"; frame: device + readiness + installed, or connect wizard; files: the Frame's file manager (persistent
|
||||
@@ -21,7 +33,46 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
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); settings; welcome; activity panel).
|
||||
fallback, which would show an unknown control); screenshots (Steam screenshots on the Frame, `install/screenshots.py`
|
||||
+ agent v46 `list_screenshots`/`delete_screenshots`: the Frame files every headset shot under SteamVR 250820, so
|
||||
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
|
||||
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
|
||||
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
|
||||
pkg)`); live view (`views/live.py` + `install/livestream.py`: the Frame's built-in SteamVR "headset view" webcam
|
||||
(`steamvr-v4l2cam.service` → v4l2loopback "SteamVR" /dev/video99, see docs/FRAME_RUNTIME.md) + the default
|
||||
output's pulse monitor (sound) → `fp_venc` (`native/venc`, own clean-room V4L2 driver of the Frame's iris
|
||||
hardware encoder: RGB24→NV12 box downscale with NEON, H.264 CBR, one frame per slot of an even fraction of the
|
||||
panel rate read from DRM, e.g. 96 Hz → 32 fps; stdin `k` = keyframe, EOF = stop; `--probe` / `--selftest`;
|
||||
artifact `linux-arm64-bin/`, synced to `~/.local/share/frameport/bin` by sha256 at stream start, no agent change)
|
||||
piped into ffmpeg (`-c:v copy` + AAC), else the old ffmpeg/x264 30 fps path (qualities scale down only; "full" =
|
||||
SteamVR's size; stderr `live: encoder=… fps=…` → status line) →
|
||||
fragmented MP4 on an SSH exec channel's stdout (stdin EOF stops it) → relay on 127.0.0.1 (a new viewer asks
|
||||
the hardware encoder for a keyframe and waits for it, else gets init + fragments since the last keyframe of the
|
||||
*video* track) → player page
|
||||
`install/live_player.py` (MSE; starts muted as browsers require, "Sound on" button; 0.3 s cushion, catches up at
|
||||
1.1x, seeks only when >2 s behind: seeking to the very edge starved it) opened
|
||||
in the user's default browser: Flet can't show video outside `flet build` bundles; the stream outlives the tab and
|
||||
stops on disconnect/window close); monitor (`views/monitor.py` + `frame/monitor.py` + agent v62 `_monitor`: one
|
||||
JSON sample per tick over an SSH exec channel while the tab is shown (stopped in go/disconnect/on_close, the
|
||||
agent ends at EOF); sources and costs in docs/FRAME_RUNTIME.md "Monitoring sources"; game card (fps from
|
||||
FrameBridge pacing; End game = Steam's Exit game, then cmd_stop), tiles with `C.Sparkline` (Flet canvas, no charts
|
||||
extension), details, a pooled process table (Game / Steam & SteamVR / All; right-click: end / force kill / end
|
||||
game; MON_CRITICAL needs force, MON_NEVER is refused)); settings; welcome; activity panel). Files, Screenshots and the Library share right-click menus
|
||||
(one `ft.ContextMenu` per view, filled on right-click; on one of several selected items they act on the whole
|
||||
selection, `C.menu_targets`) and click-and-drag multi-select (`C.DragSelect`: pan start/end on the area + item
|
||||
hover events, which Flutter also sends with the button held; Flet can't report item positions, so no rubber band).
|
||||
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.
|
||||
Live Frame data comes from one app-owned `app.monitor_hub` (`frame/monitor_hub.py`): subscribers name modules +
|
||||
interval, the hub runs one agent `_monitor` stream (union of modules, fastest interval; per-module collection
|
||||
needs agent v65), reconnects after a lost stream and stops it when nobody subscribes; `_poll` retries an "error".
|
||||
Subscribers: "monitor" (the Monitor tab, everything, only while shown) and "card" = the sidebar's live Frame card
|
||||
(`ui/frame_card.py` helpers: battery ring, "now playing" row with fps + 2-min sparkline → click opens Monitor;
|
||||
games + battery every 5 s, paused while a job's stage is "Upload…", only while connected and setting
|
||||
`ui.live_frame_card` (Settings → Appearance, default on) is on; else the battery comes from the 30 s poll).
|
||||
ui_smoke injects `FakeMonitorSession` as the hub's `session_factory`.
|
||||
User tags live in library entries (`tags`), filters in library setting `ui.library`.
|
||||
**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
|
||||
@@ -30,16 +81,45 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
|
||||
**Never recreate clickable controls on progress ticks** (sidebar, activity tiles): update their properties —
|
||||
replacing them 5×/s swallowed clicks (couldn't leave the Library during an upload).
|
||||
Labelled switches: `C.switch(label, …)` (Material's default label colour is dark on our dark theme).
|
||||
Cover cards (Library grid + shelf): `library.card_hover`/`hover_motion` (lift, art zoom inside the clipped frame,
|
||||
radial `scrim`, accent-tinted shadow) and `C.CoverButton` (frosted round button, accent under the pointer; Play =
|
||||
blue then orange ring ripple + "Starting on Frame…" pill for STARTING_S; its `.status` layer must sit *below*
|
||||
the button in the Stack, else it takes the clicks); the game page's Play turns into "Starting on …" with a spinner
|
||||
(`GameView._starting`). Reduce motion: no lift/zoom/rings. Filled buttons use a glyph's `-solid` variant
|
||||
(`glyphs.solid`, e.g. `frame-solid.svg`: the outline glyph faded into the orange).
|
||||
Empty states (`C.empty_state(..., features=[(icon, heading, sentence)])`): with features the portal is bigger, a
|
||||
soft portal light (`C.portal_glow`) fills the screen and `C.feature_row` says what the screen will show (the
|
||||
not-connected Files/Screenshots/Live/Type/Monitor tabs and the empty Library); the idle Live view is a framed
|
||||
"screen" with its own Start button + `live_features()`, Type on Frame shows `keyboard_tips()` under the box.
|
||||
Setup checklists (Frame → Ready to play, Settings → Tools / This PC) = `C.checklist([C.Check(ok, title, detail,
|
||||
help, fix=(label, icon, handler), extra=control)])`: ok True/False/"warn"/None (= spinner); the fix button shows
|
||||
inline only while an item isn't ready — wire existing actions only. Motion: `app.body` holds an
|
||||
`ft.AnimatedSwitcher` (`app._show_view`): a new route gets a new wrapper (150 ms fade), a same-route redraw swaps
|
||||
the wrapper's content (no animation; persistent views just remount); the wordmark's portal (`wordmark().data`)
|
||||
pulses once when frame_state turns "connected"; both off with setting `ui.reduce_motion` (Settings → Appearance
|
||||
"Reduce motion", `app.reduce_motion`). Settings has a fixed index column (`settings.SECTIONS` order, Appearance
|
||||
first, Remove FramePort last): entries scroll the section column via `scroll_to(scroll_key=…)` (sections wrapped
|
||||
in Containers with `ft.ScrollKey`), the header stays; `app.settings_view.show_section(key)` (ui_smoke
|
||||
`settings-index`).
|
||||
Help hints: wording for non-obvious terms lives in `ui/help.py` (`HELP`); show it with `C.help_icon(key)` or the
|
||||
`help=` argument of `section`/`status_row`/`kv`, tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click) and the game page's "…" menu come
|
||||
from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
`help=` argument of `section`/`kv` (`C.Check` help key), tooltips via `C.tip()` (wraps). Game actions for the Library
|
||||
right-click menu (one `ft.ContextMenu` around the grid, filled on right-click; short: `menus.quick_menu`, key actions
|
||||
+ "More actions…" = the game page with its full "…" menu opened from code, `app.open_game_menu`) and the game
|
||||
page's "…" menu (`menus.menu_sections` quick=False, sectioned) come from `app.game_actions()`. Picking art (`sources.apply_choice`) downloads into a staging dir and keeps the old
|
||||
art if nothing came back; "Update Steam art on Frame" re-sends the art set to the game's anchor (agent ≥ 12).
|
||||
Patch descriptions/reasons describe the general case, naming games only as "e.g. …".
|
||||
- Installs: queued/cancelled/failed ones are remembered (library setting `ui.installs`) → Library "Resume" bar;
|
||||
uploads are interruptible (Cancel checked per MiB) and resumable (big files via SFTP `.part` append, small files
|
||||
streamed in tar batches; the agent counts files already in `incoming/`). Multi-select in the Library queues
|
||||
installs after asking every needed question up front. Failures end in one pop-up (Resume / Uninstall / log).
|
||||
- Other drives (GitHub #90, agent v63): anchors stay in ~/Applications/quest-frame, a game's files may live in
|
||||
`<mount>/FramePort/<pkg>` (`deployment.json` base). Agent `drives` (/proc/mounts, /run/media + Steam library
|
||||
drives; vfat/exfat/ntfs/read-only refused), prepare*/finalize_linux `dest` (unmounted = error, never a fallback;
|
||||
installed games keep their base), `move` (detached systemd-run + `move_status`; cp -a under podman unshare,
|
||||
count+bytes check, symlink retarget, launch.sh: Quest app_dir line / Linux+PC VR rewritten from the record's
|
||||
`launcher` field, else text swap), list_installed `drive`/`drive_missing` (install_state keeps such games
|
||||
"installed"). PC: `install/drives.py`, library setting `install.drive` (Frame page → Storage), game menu
|
||||
"Move to…" (job kind tool-frame), CLI `frame drives`/`frame move`/`install --dest`. Untested on the device.
|
||||
- **PC VR repacks are pre-patched to run directly** (proven: Rick and Morty, Vader Immortal run when the exe is
|
||||
launched directly; Revive breaks them). So Rift games default to `as_is` = install the copy unchanged and launch
|
||||
the exe directly (`pcvr.xr_timefix` for the Frame OpenXR-1.1→1.0 fix, `pcvr.no_crash_reporter` for Unreal).
|
||||
@@ -76,6 +156,11 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
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
|
||||
@@ -86,6 +171,20 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
set: the name on a colour from the title hash + the APK icon, `steam_set_for`; 2D Android apps get no store lookups) and tags: how it runs, the original platform
|
||||
(Meta Quest / Oculus Rift), genres, user tags — merged with tags set in Steam (non-Steam shortcuts can't hold a
|
||||
description).
|
||||
- Linux apps (GitHub #31, library kind `linux`, `linux.<slug>`; x86_64 builds run through FEX (app 3127680, no SLR:
|
||||
RootFS /usr/share/guestos/fex-mesa from the OS image; needs `STEAM_COMPAT_DATA_PATH`, see docs/FRAME_RUNTIME.md):
|
||||
agent v61 `linux_x86_tools`/`pick_tool`, `install_proton`/`proton_status` `kind: linux_x86`, `finalize_linux
|
||||
x86_64`, `installer.ensure_proton(kind=)`; an arm64 program wins over an x86_64 one): GUI = Add
|
||||
games → "Add a Linux app…" /
|
||||
"…folder…" (`app.add_linux` job → `pipeline.add_linux_app`); game page `linux_summary` (program + Change…, AppImage,
|
||||
OpenXR, source) instead of recipe/patches, `C.missing_libraries` callout (Frame deployment, else last install);
|
||||
no Analyze/Rebuild/recipe/share/Game settings actions, Frame only; platform "Linux" badge + library filter; Steam
|
||||
tags "Linux app on Frame"/"Linux"; `_follow_catalog` skips them; local files of a lone AppImage = the file only.
|
||||
Desktop Mode entries (GitHub #84, agent v63): finalize_linux writes `frameport-<slug>.desktop` to
|
||||
~/.local/share/applications (+ ~/Desktop if it exists; `X-FramePort-Package` marks ours), launch.sh with
|
||||
`FRAMEPORT_DESKTOP=1` skips the Steam-parent watchdog and Steam's display; ensure_host_fixes refreshes entries
|
||||
(older installs, stale ones removed), uninstall/purge remove them. Per app: library entry field `desktop_entry`
|
||||
(default on; patches don't apply to Linux apps) → game page switch → agent `desktop_entry`. Untested on device.
|
||||
- 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
|
||||
@@ -101,6 +200,10 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `patches/` — **the unit of modularity**. `base.py` (Patch interface, registry), `overport.py` (overport CLI patch ids,
|
||||
discovered dynamically via `overport patches`), `frame/*.py` (one module per Frame fix), `settings.py` (FrameBridge
|
||||
adapter keys + device files as patches). Add a patch = add a module that calls `register(...)`.
|
||||
`upstream.py`: upstream fixes that replace a workaround per build (a probe finds the fix in OVRPort's output →
|
||||
the build leaves the workaround out, `build.superseded`; recipes unchanged). Registered: `ovrport.haptic_envelope`
|
||||
(→ `adapter.haptic_fix`, `frame/haptic_envelope.py`) and `ovrport.microphone_stream` (→ `frame.ovr_microphone`),
|
||||
both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73; haptics owner-verified with Lucky's Tale 2026-10-07).
|
||||
- `analysis/` — APK/ELF inspection (`detect.py`), `elf.py` (pyelftools reads; own DT_NEEDED writer), `stubgen.py`
|
||||
(generates the ovr_* stub .so without a compiler).
|
||||
- `apk/` — `axml.py` (binary manifest editor), `workspace.py` (staged zip edits), `sign.py` (apksigner; it aligns too).
|
||||
@@ -135,9 +238,15 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
signed, `ready.json`); `apply()` writes + starts detached `apply.ps1`/`apply.sh` (wait for pid → Windows: copy over,
|
||||
replaced files kept in `updates/<ver>/previous` because the zip has no top folder; macOS/Linux: mv to `.old` + swap,
|
||||
rollback, `xattr -dr` quarantine → relaunch; `<data>/logs/update.log`). `ui/updater.py`: background check (10 s,
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), notes dialog (`ft.Markdown`), job
|
||||
then 6 h), sidebar card (hidden control, toggled), Library bar (`library_bar`), changelog dialog, job
|
||||
`app-update` that restarts only when no other job is active, `apply_pending_at_start()` in `main()` for
|
||||
"Install updates automatically"; Settings → Updates. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
"Install updates automatically"; Settings → Updates. Changelog: `updates.fetch_changelog` (releases list,
|
||||
`app-releases.json`, same 6 h cache, offline → cached / []) → `ChangelogEntry` (`whats_new()` keeps only the tag
|
||||
message's "What's new" part: CI's intro, update hint and release-footer.md stripped); `between`/`changelog_for`
|
||||
(installed < v ≤ offered, dev entry only when on/choosing dev, skipped versions included), `recent_history`;
|
||||
the update/dev dialogs show one collapsible section per version (`_changes_column`, newest open); after an update
|
||||
`pending_news` (setting `update.last_seen_version`; first start only records it; offline → retried next start)
|
||||
→ Library "was updated" bar → "See what's new…"; Settings → Updates "What's new…" = recent history. CLI: `--version`, `frameport update [--check (exit 10)]
|
||||
[--yes]`, once-a-day stderr hint read from the cache only (`refresh_cache()` in a daemon thread writes no
|
||||
settings, to avoid read-modify-write races). `scripts/update_smoke.py <archive>` runs the real extract + swap script
|
||||
(no relaunch) — CI runs it on all three OS with the archive it just built.
|
||||
@@ -147,7 +256,7 @@ Rick and Morty runs on the Frame via its catalog recipe (OpenVR, no Revive),
|
||||
- `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` — 38 recipes (34 verified 2026-09-28; Deadpool VR, 4XVR, NEX Player and AC Nexus's
|
||||
- `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
|
||||
@@ -171,11 +280,19 @@ 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.
|
||||
- Docs screenshots + videos (docs/SHOWCASE.md): never by hand. `uv run python scripts/showcase/render_docs.py`
|
||||
renders `docs/showcase/shots.yaml` into `docs/images/` (every shot twice, kept when both agree; only visibly changed
|
||||
files are rewritten; `--check` for CI) and `scripts/showcase/record_video.py [names] [--draft]` records the
|
||||
storyboards `docs/showcase/videos/<name>.yaml` (tour = FramePort in use + README teaser; install = the install
|
||||
tutorial: instruction cards for the download / the command on the Frame, the rest filmed from a first start) into
|
||||
`docs/media/frameport-<name>.mp4`. Both build the demo library first (`demo_home.py`, profile `demo` or `fresh`:
|
||||
catalog games from `demo-library.yaml` + `demo-analyses.json`, art/details cached in ~/.cache/frameport-showcase, a
|
||||
pretend Frame from `showcase-frame.json`) in a temp FRAMEPORT_HOME: no personal data, refuses the real data dir
|
||||
and placeholder art; discovery is off and the setup command shows placeholders for the address and code. Steps find elements
|
||||
by name through Flutter's semantics tree (`scripts/showcase/web.py`: text, tooltip; the innermost match wins) —
|
||||
give new icon-only controls a tooltip. The `showcase` workflow renders on UI pushes to main (+ the videos whose
|
||||
storyboard changed, or the ones named on dispatch) and opens PR `showcase/update`; releases attach every video as
|
||||
`FramePort-<name>.mp4`. `scripts/scrub_library.py` (the owner's own library) is only for private screenshots now.
|
||||
README rules (owner): 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
|
||||
@@ -241,7 +358,10 @@ The Frame runs firewalld (22 and 32000 open). PC side: the setup server needs in
|
||||
firewall blocks it silently (`DefaultInboundAction Block`): `pairing.ensure_reachable` adds a temporary rule via one
|
||||
UAC prompt, removed when the server stops (flag file in %TEMP%, max 35 min); hints per OS after 45 s without a request
|
||||
(`pairing.firewall_hint`). Flet 1.0 patches aren't thread-safe → `app.serialize_flet_updates()` (a dialog shown while a
|
||||
scan redraw ran never closed: "dropped a patch for unknown control").
|
||||
scan redraw ran never closed: "dropped a patch for unknown control"); it also makes property writes (Flet's
|
||||
`Prop.__set__`) take the same `app.FLET_LOCK`: a property set on a background thread while the loop packed a patch
|
||||
changed the control's `_values` mid-iteration ("dictionary changed size during iteration", a sidebar click's page
|
||||
change died while the live Frame card took a sample). Anything that serves the app (ui_smoke, showcase) calls it too.
|
||||
**Lepton:** needs an activity with category **LAUNCHER** (Quest apps often only have INFO → "APP_ACTIVITY is empty").
|
||||
**2D apps:** Lepton runs every app headless (`lepton.headless=true`, only OpenXR output reaches the headset) unless the app folder (`<base>/lepton-app/`) has a `lepton-show-flatscreen` file (liblepton/app_metadata.sh) → Waydroid window on gamescope; agent v28 `set_flatscreen` at finalize for `vr_kind == "none"`. Android 11's navbar covered the
|
||||
app's controls → patch `device.hide_navbar` (default on for vr_kind none, migration `flat_hide_navbar`) exports
|
||||
@@ -383,7 +503,7 @@ GPU. Learned in the headset: quads can't be a background (the Frame draws quad l
|
||||
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
|
||||
`aim_pitch/aim_yaw/aim_forward`, `refresh_rate`, `layer_debug` (diagnostics); focus_hold is default-on since 2026-10-05. 4XVR re-creates LOCAL spaces every 2–4 s
|
||||
(menu recentring suspect); its theatres are baked 7680×3840 equirect2 images (`assets/100.png` …). Test 360° videos
|
||||
(NASA, public domain) are in the Frame's ~/Videos; copies in `~/Downloads/frameport-360`. 4XVR's "Internal Storage"
|
||||
lists its own `/sdcard/4XPlayer`, not Movies: agent v25 `link_media` hard-links sent files into an app's own top-level
|
||||
@@ -414,13 +534,209 @@ for steamos (Steam Input) → agent v33 `_keyboard` uinput keyboard ("Type on Fr
|
||||
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: **bump `analysis/detect.ANALYSIS_VERSION`** (stored as `analysis.extra.analysis_version`); older entries whose APK is still there are analysed again at the GUI's start (background thread, not a job: ~8 s per 900 MB APK) and before a build (`pipeline.refresh_analyses`, GitHub #104); only `analysis`/`suggested` change, user recipes stay; an unreadable APK gets `analysis_failed` = the version (not retried until the next bump). Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
|
||||
(I Am Cat ran GLES); OVRPlugin's "Unavailable OpenXR extension: XR_FB_scene" is routine (no longer triaged).
|
||||
**Round 4 (2026-10-04):** XR_KHR_android_surface_swapchain is listed by the Frame's runtime but returns
|
||||
FUNCTION_UNSUPPORTED → adapter `surface_emul` (default on, `native/adapter/surface_swapchain.c`): an ordinary runtime
|
||||
swapchain is returned, the game gets a Surface from a SurfaceTexture on a worker thread (own EGL context, JavaVM from
|
||||
XrInstanceCreateInfoAndroidKHR), frames are read back (glReadPixels) and uploaded in xrEndFrame (Vulkan: own command
|
||||
buffer + fence per panel, never waits; GLES: glTexSubImage2D). I Am Monkey's intro works (owner-confirmed). SUPERHOT
|
||||
(Quest) quit at start: its cloud save folder was mode 1700 and Lepton's app writes through the folder's group →
|
||||
launch.sh `fix_perms` adds u+rwx,g+rwx (agent v41). Lucky's Tale: Unity's Loading.PreloadManager thread grows the
|
||||
native heap ~1 GB/s until the OOM killer (Frame freezes); no fix. `perf` works as steamos (paranoid 2; ptrace_scope 1
|
||||
blocks gdb/eu-stack/debuggerd) — see PLAYBOOK "Debugging techniques". QuestCraft downloads its JRE at first run into
|
||||
`files/runtimes/JRE` (Pojlib Installer); on the Frame it was missing (unpacked by hand, unverified). WiiCompiled: its launcher shows
|
||||
(lepton-show-flatscreen) but imports .wcgame files through Android's document picker (OPEN_DOCUMENT), which Lepton
|
||||
lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json → internal files/game/<profile>,
|
||||
DATA/ → external files/WiiCompiledOpenXRVR/DATA, MOD/ → .../RetroRewind6 (decompiled with jadx). Lepton has no
|
||||
picker at all: a FramePort fix would be an injected picker activity. Generated cover/banner art used to suppress the
|
||||
Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
|
||||
**Steam library failures (GitHub #21/#30):** on some Frames Steam never loads FramePort's shortcuts.vdf entries (same SteamOS build and arm64 beta client as the dev Frame; IDs correct; file written before Steam starts): Play → console_log `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` (= "Game configuration unavailable", Steam treats the id as a store app). Cause unknown; agent v42/43 diagnostics: `launch` returns `steam` (started / error + code / silent from console_log), `collect_diag` adds `steam_library` (real Steam dir, beta, Steam start vs vdf write time, entries per account, devkit games) + `steam-console.txt` (incl. Steam's `logs/shortcuts.previous.txt` if present; steamclient.so has "LoadShortcuts: rejecting attempt to load shortcuts: invalid account ID"). **Fallback (agent v43):** when Play gets AppError_9 the agent registers the game through Steam's devkit interface (what Valve's Devkit Management Tool does, MIT: `devkit-1 steam://devkit-1/<~/.steam/steam.token>/create-shortcut?response=<file>&gameid=<id>&directory=~/devkit-game` written to ~/.steam/steam.pipe; answer file / `.error`; `~/devkit-game/<id>/launch.sh` = link to the game's launch.sh, `<id>-argv.json` ["launch.sh"] (relative to the folder), `<id>-settings.json` {steam_play 0, compat_tool ""}). Steam adds it live (no restart), picks its own appid (read back from shortcuts.vdf by DevkitGameID), shows it as a normal non-Steam game named "Devkit Game: <id>" (OpenVR 0, but VR works: owner-verified 2026-10-04), art copied to grid/<appid>*. Ids: letter first, then letters/digits/_ only (spaces, '-', leading digit → "missing/invalid arguments"). Later Plays use the devkit entry; uninstall (`devkit_unregister`, `delete-shortcut` live) and purge remove it. Verified on the dev Frame: register/launch/unregister; the AppError_9 trigger itself only in unit tests. GitHub #42 (two Steam accounts, neither MostRecent): Steam rewrote the active account's shortcuts.vdf without FramePort's entries right after starting, and added the devkit entry live without saving it, so `devkit_appid` (vdf only) failed ("Steam added the devkit entry but didn't save it"); agent v55 `devkit_appid_from_log` reads Steam's `sanitize shortcut app id "~/devkit-game/<id>/launch.sh": replacing 0 with N` console line. GitHub #41 (one account): same Steam behaviour, and every install restarts Steam, which forgets the never-saved devkit entry. Agent v56: the log fallback reads only the current session's console_log.txt; Play re-registers a devkit entry that gets AppError_9; art updates also write the devkit entry's grid art (`copy_grid_art`). Open: why some Frames' Steam never loads or saves shortcuts.vdf (single account too).
|
||||
**Exit game (GitHub #36, 2026-10-04):** `Apps.TerminateApp` (what Exit game calls; reachable for tests through Steam's CEF devtools on 127.0.0.1:8080, SharedJSContext, `Runtime.evaluate` — a stdlib websocket client is enough) closed both a normal shortcut and a devkit entry on the dev Frame within 1-3 s. SIGTERM to Steam's `reaper` alone left launch.sh + Lepton (setsid) + the container running (an earlier headset launch ran on for 87 min); SIGTERM to launch.sh cleans up in ~4 s. Agent v44: launch.sh's 2 s loop ends the game when its parent (the reaper) is gone; `upgrade_launchers` (from ensure_host_fixes) adds that to existing launchers in place. Which in-headset exit path fails is still unknown. Screenshots on the Frame: all under SteamVR's appid 250820 (`760/remote/250820/screenshots`, screenshots.vdf has creation time, no game).
|
||||
**SteamVR dashboard at game start (2026-10-04):** the dashboard (Resume game / controller / VR options) was open whenever a FramePort game started (also over Lepton's 2D launcher). Steam's UI exposes `SteamClient.OpenVR.VROverlay.{IsDashboardVisible,HideDashboard,ShowDashboard}` (CEF devtools, `steam_js` in the agent). Agent v44: launch.sh starts `_dashboard_worker` (waits for FrameBridge's first `pacing:` line in launch.log, then hides a visible dashboard for 25 s, at most 3 times; log `<base>/dashboard.log`; opt out with env FRAMEPORT_KEEP_DASHBOARD=1). Verified on the dev Frame (dashboard shown → 4XVR launched via Steam → hidden ~5 s after the first frames); not yet seen in the headset. **Headset (ITR2, 2026-10-05): too late** — Steam shows its frame menu (`valve.steam.gamepadui.frame.menu`, vrwebhelper_systemui.txt `[PooledPopups] Showing`) ~0.3 s after the game's first submitted frame (FrameBridge `new layer:`), but the first `pacing:` summary comes ~8 s later; the owner had pressed Resume (`[HideDashboard] return_to_game`) before the worker looked. Agent v52: watches from the first `new layer:` line (incremental log reads, 0.5 s polls, 30 s window). Agent v59: watches 120 s and hides up to 10 times (the menu came back after 30 s in the owner's sessions). Agent v53: stops for good once the player opens the dashboard with the controller (`toggle_dashboard_action` in vrwebhelper_systemui.txt since the worker started): v52 closed it 60 ms after each press, and the game, paused for it, stayed paused.
|
||||
**Space warp / ITR2 (2026-10-04):** Into The Radius 2 (UE5, `libUnreal.so` + OVRPlugin, Vulkan) uses Application SpaceWarp (extra swapchains `376x376 format=97` motion vectors + `format=129` depth); #35 reports flickering textures. OVRPort's `patch_disable_space_warp` has no effect on UE5, and hiding XR_FB_space_warp in FrameBridge's enumerate doesn't reach the game either: **OVRPort's dispatcher offers/enables XR_FB_space_warp itself**. FrameBridge `hide_space_warp` (per game, off) hides it and strips `XrCompositionLayerSpaceWarpInfoFB` (1000171000) from the projection views (log `hide_space_warp: removed space warp info`); the game still renders its MV swapchains. Test build installed on the dev Frame; flicker not yet checked in a headset. Heuristic: UE5 + OVRPlugin shows it as an option (off). `equirect_emul` is suggested for Unreal games whose graphics API isn't detected ("GLES or unknown"); on Vulkan it switches itself off (Myst/Riven/ITR2): harmless, but Unreal Vulkan detection is a known gap.
|
||||
**PR #34 (merged 2026-10-04, Lucas-Mathieu):** `native/adapter/audio_metadata.h` patches Meta XR Audio Wwise (only build ID e1619e7f…, Batman: Arkham Shadow 1.4.1) so queued audio metadata isn't freed while the current audio frame references it (smoke-bomb crash). Verified headless: installs ("metadata reclamation follows …"), 72 fps; we added a once-per-second scan limit. Outside PRs: review source, rebuild `artifacts/` ourselves, merge locally (contributor's commit kept), push main.
|
||||
**Heuristics eval (2026-10-04):** `scripts/eval_heuristics.py "<VR CyberDeck Portable>"` → 19/44 recipes exact, 322/352 fields (most diffs: `frame.unity_text_input` suggested where older catalog recipes lack it; the rest are runtime-only findings: use_alt, vk_shader_fix, focus_hold, sync_guard, multipass). `PATCHED/` copies aren't scored (already converted).
|
||||
**Power (0.9, agent v47):** sidebar bar below the Frame card: Sleep / Restart / Shut down, each confirmed (`app.frame_power`, a running game asks again). logind answers CanSuspend/CanReboot/CanPowerOff = "challenge" for an SSH session but "yes" inside a user unit, so agent `power` runs `systemctl suspend|reboot|poweroff` from a transient `systemd-run --user --on-active=3` timer (the command answers first). Restart verified on the device (back in ~84 s, new boot id).
|
||||
**Proton default (agent v51, owner's choice 2026-10-05):** the newest **stable** ARM64 Proton is the default for PC VR games (`pick_proton`: asked-for name/alias, else newest installed stable, else any stable). Agent v49-50 defaulted to Experimental; the owner's headset A/B with Rick and Morty (Experimental 69 % reprojected frames, stable felt much smoother) reverted it. The game page's Customize shows `pcvr.proton_tool` as a dropdown (Stable (default) / Experimental = alias `proton-experimental`); `ensure_proton` installs a chosen one (it asks once more for the runtime Steam only names after Proton is installed; Experimental installed unattended on the device in 53 s). A PC VR launch test that fails on stable suggests Experimental (`pipeline.PROTON_TOOL`, `proton_alternative_worth_trying`, button "Try Proton Experimental and reinstall"). Remaining Rick and Morty stutter on head turns = the game rendering below the refresh rate (reprojection), not Proton.
|
||||
**USB cable link (verified 2026-10-05, cabled to the dev PC):** `usb0` is a USB **NCM** gadget (configfs g1: `ncm.usb0` + `ffs.adb`, Valve 28de:2460) set up by `usb-ncm-gadget@usb0.service`, which only runs with `ConditionPathExists=|/etc/systemd/system/adbd.service.d/steamos-devkit-enabled` = **Developer Mode only**. `usb-ncm-dnsmasq@usb0` serves DHCP with fixed `dhcp-host` entries: Frame 10.86.200.233, PC **10.86.200.234** (`frame/usb.py` FRAME_USB_IP/PC_USB_IP). Windows 11 binds its built-in "UsbNcm Host Device" (no driver); WSL mirrored sees eth 10.86.200.234. USB is high-speed (USB 2.0): upload 36.9 MB/s vs 11.3 MB/s home Wi-Fi. Frame→PC over the cable worked without a firewall change. `scripts/usb_autotest.py` (Windows via powershell.exe from WSL), `frameport frame usb-check`. Wizard "Set up with a USB cable" (`PairingServer(host=PC_USB_IP)`; the real bootstrap ran end to end over USB). Discovery dedupes by SSH host key and prefers USB > Frame hotspot > network (`discovery.dedupe`); a lost address is re-found by key (`Frame.relocate`, tested with a dead saved address).
|
||||
**Catalog updates without a release (2026-10-05):** apps fetch `catalog/games/*.yaml` from GitHub `main` (`recommend/catalog.refresh_remote`: one API call `git/trees/main?recursive=1` + raw.githubusercontent downloads of changed blobs, cached as `catalog-gh-<sha>.yaml`, every 6 h; GUI at start + Settings → Data "Check now"; CLI background thread + `frameport catalog-update`). `catalog.load()` only reads the cache. A remote entry is skipped (`unusable_reason`) when it names a patch/adapter key this app doesn't register, has a field `CatalogEntry` doesn't know, or `min_app` > this version: add `min_app` (or rely on new patch ids) when a config needs an unreleased FramePort. Remote beats bundled unless the bundled entry has a later updated/verified date; the user's own entries still win as before. Off: setting `catalog.auto_update`, env FRAMEPORT_NO_CATALOG_UPDATE; FRAMEPORT_CATALOG_URL still overrides the source. So: **pushing a catalog change to main reaches users within 6 h** (their recipes follow via catalog_rev → Update on Frame).
|
||||
**Start activity / QuestCraft / ITR2 pop-in (2026-10-05):** WiiCompiled's VR part (`QuestActivity`, SDL, process `:game`) stays behind Lepton's flat window when the launcher is shown (`device.text_input_window`). `frame.start_activity` (opt-in; analysis `extra.vr_activity` = the original APK's activity with Meta's VR category when it isn't the launcher) gives that activity's filter LAUNCHER and every other LAUNCHER becomes INFO, per element (`axml.set_start_activity`); Lepton's own `apk-info-extractor --print-activity-name` (on the Frame under Lepton/liblepton/apk_extractor) then answers QuestActivity. **OVRPort gives every MAIN activity LAUNCHER + VR categories**, so the VR activity must come from the original APK's analysis, not the converted manifest. Lepton has no activity override (`APP_ACTIVITY` is reset when app_metadata.sh is sourced). QuestCraft reaches Minecraft 1.21.5 (Fabric, Vivecraft, Sodium; LTW "Large Thin Wrapper" GL 3.0 on the Frame's Zink) and stops at `OpenGL error 1282` in `WindowFramebuffer` createTexture (Minecraft's crash report in `files/instances/1.21.5/crash-reports/`, Pojlib's `files/latestlog.txt`); the vrclient SIGSEGV / "pthread_mutex_lock called on a destroyed mutex" afterwards is only the shutdown (Unity's render thread still in vrclient while the instance is destroyed). ITR2 "models popping in and out" in game: Unreal reads user config from **internal** storage (`lepton-data/internal/<pkg>/files/UnrealGame/<Project>/<Project>/Saved/Config/Android/Engine.ini`, not external); `r.AllowOcclusionQueries=0` there broke its menus (removed again). Vulkan shim `vk_query_slots` (two slots per occlusion query) never saw ITR2 create an occlusion query pool, and the run with it crashed (Unreal RenderThread SIGSEGV, caught by sentry-native: no tombstone; the backtrace is in `cache/sentry/*/.sentry-native/*.run/*.envelope` with module offsets) - left off. Next suspect: Unreal 5 mobile HZB occlusion reading depth stored with Valve's FDM injection layer; test = launcher `VK_INSTANCE_LAYERS=''` (Lepton then loads neither VALVE_rpo nor VALVE_fdm_injection, Fossilize still). QuestCraft: LTW overrides glGetError and returns 0 with `LIBGL_NOERROR` set; Lepton passes `LEPTON_ENV_<NAME>` to the app as `<NAME>`, so catalog `lepton_env: {LEPTON_ENV_LIBGL_NOERROR: '1'}` gets Minecraft past the GL error 1282; then black picture (see the catalog entry). FrameBridge logs `new layer` once per layer type per process and projection views only for the first frames, so a second session in the same process (Vivecraft after Unity) needs `layer_debug=1`.
|
||||
**Vulkan validation / ITR2 solved (2026-10-05):** Khronos' validation layer can't come from Lepton (its layer dir is in the read-only guest image; the Linux copies on the Frame are glibc) and a global `debug.vulkan.layers` property (via the LEPTON_GFXRECON_FP_PROPS trick) kills the container at boot. Working recipe: bundle `libVkLayer_khronos_validation.so` (Khronos android-binaries release, arm64-v8a, stored uncompressed) into a test APK re-signed with the game's key (`apk.sign.sign`), install with `frameport install <pkg> --apk`, and set the Vulkan shim's `vk_validation=1` (it adds the layer at vkCreateInstance; findings under the logcat tag VALIDATION in launch.log, each message ID capped at 10). ITR2's flicker + windows behind models = Unreal's Qualcomm shader-resolve subpasses with a depth resolve of a single-sampled depth attachment (VUID-04908/-03179); `vk_spec_fixes=1` drops that resolve (its TRANSFER_DST half never applies to ITR2: the main depth is transient). Valve's VALVE_rpo layer removed ITR2's fog (catalog `lepton_env: VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection`). `r.ViewDistanceScale=2` in the internal Saved/Config/Android/Engine.ini only exists on the owner's Frame (the catalog can't write internal storage yet). Launch tests: Lepton prints a transient "is not a running context" on the first start after an APK change (agent v54 `not_started` waits 30 s for "Boot complete!").
|
||||
**GitHub #38/#39 (2026-10-05):** PowerWash Simulator stuck at "Waiting.." on a reporter's Frame = Unity sized the right-eye image rect past its swapchain (rect 268+1656 on a 1920-wide swapchain; the runtime's recommended size differs per Frame) and SteamVR rejected every frame (`xrEndFrame failed -25`, XR_ERROR_SWAPCHAIN_RECT_INVALID), after which the game stopped calling xrEndFrame. FrameBridge `rect_clamp` (default on; sizes noted in xrCreateSwapchain; clamped layers count as swapped) keeps projection/quad rects inside their swapchain; triage `swapchain-rect-invalid`. Not reproducible on the dev Frame with `scale` (Unity's eye sizing isn't just the recommended width); no regression there (72 fps). The adapter's revision was NOT bumped (that would mark every installed game outdated): affected users rebuild. The Room VR (#38) = Unity's render thread SIGSEGV in libgallium_dri.so ~30 ms after the game recreates its eye swapchain with samples=4 (FrameBridge retries samples=1); the game's own code turns MSAA on (not OVRManager); candidate fix: hide GL_EXT_multisampled_render_to_texture (GL shim) - needs the APK to test. The launch test passed both (render thread dead / no frames): triage gap.
|
||||
**Headset round 2026-10-05 (evening):** I Am Cat's judder = repeated xrLocateViews of one display time returning
|
||||
slightly different poses → FrameBridge `pose_consistency` (owner-verified, works). Lucky's Tale freeze on touching a
|
||||
save slot = OVRPort's OpenXR dispatcher converting XR_FB_haptic_amplitude_envelope with ns read as s (GitHub #9) →
|
||||
xrshim `haptic_fix` (owner-verified); its remaining short pauses were the wear sensor ("HMD off/on" 0.5-1 s in
|
||||
`logs/eyetracking.txt`, not vrserver.txt) → **`focus_hold` is on by default with 5 s** (owner's choice; C defaults
|
||||
too). The Room VR works (`unity_no_overlay_copy`). BattleSisters (Unity 2019.4 built-in VR, no libOculusXRPlugin.so)
|
||||
flooded "outside of frame bounds" ~2400/s and hung the GPU (kernel hangcheck, zink DEVICE LOST) → the ovrpshim frame
|
||||
wait now also applies to Unity 2019 without the Oculus XR Plugin (`UnityOculusCheck.legacy_loop`). Vader Immortal
|
||||
(UE4, stuck on the loading image after the intro, GitHub #49): VRP repacks carry a Frida gadget (`libfrda.so`,
|
||||
config `hijack_responses`), but OVRPort's `patch_clean_up_frida` removes its loadLibrary call, so it never runs on
|
||||
the Frame; `frame.ovr_trace` (opt-in, `native/ovrtrace`: 1138 exported ovr_* stubs → real loader functions, logcat
|
||||
tag `fp_ovrtrace`: calls, PopMessage answers, unanswered requests every 10 s) is the next diagnostic.
|
||||
**Unity built-in VR input (2026-10-05):** probe builds (`FRAMEPORT_INPUT_PROBE=1 frameport build …`; it logs
|
||||
trigger/grip crossings too) showed OVRPlugin returns the full Touch state for every controller mask (also Go masks);
|
||||
presses reach the games' OVRInput. Accounting+ (Il2CppDumper v6.7.46 reads its Unity 2017 metadata v24, run on Windows)
|
||||
passes stance selection (NewtonVR grip/trigger) but its motion warning waits for `Input.GetMouseButtonDown(0/1)`,
|
||||
which Lepton never delivers (no focused Android window) → ovrpshim registers its own
|
||||
`UnityEngine.Input::GetMouseButtonDown(System.Int32)` icall (il2cpp_add_internal_call, after Unity's: resolve first)
|
||||
that adds a click in the frame a Touch trigger or A/B/X/Y is newly pressed (`unity_oculus_check` revision 3).
|
||||
BattleSisters (Unity 2019 InputSystem/XR InputDevices via `VrHandInput`): libunity's Oculus module (OVRPlugin
|
||||
function table: a global pointer at 0x16b57c0 in this build, slots filled by name, e.g. +0x160 GetControllerState,
|
||||
+0x168 State2, +0xe8 GetNodePresent) only reports controllers when `strncmp(deviceModel, "Oculus", 6) == 0` (next to
|
||||
the Go check `deviceModel == "Oculus Pacific"`); Lepton's model is "Valve Lepton" → Go/unknown → only Go masks polled,
|
||||
buttons dead. `unity_oculus_check` revision 4 (`oculus_model_checks`, Unity 2019 only) turns the 17 compares' length
|
||||
into 0 (`orr w2, wzr, #6` → `mov w2, #0` after the adrp/add of the "Oculus" literal; the string stays: it is also
|
||||
Unity's VR device name). Device result: libunity now polls `ovrp_GetControllerState(0x3)` (Touch); owner-confirmed
|
||||
2026-10-06: buttons work. Its first controller vibration then hit OVRPort's haptic-envelope bug (11 GB, OOM kill) →
|
||||
`haptic_fix` is now suggested for every game with libOVRPlugin.so (settings detect), BattleSisters works. Ruled out before: ProductName, GetNodePresent, the device-model string itself, exports.
|
||||
Accounting+ works (owner, 2026-10-06).
|
||||
**Vader Immortal (UE4, GitHub #49, 2026-10-06, headless):** stuck after the intro on an in-game image (the splash
|
||||
quad ends ~6 s in; then the game's own projection frames, 72 fps, balanced xrBeginFrame/xrEndFrame). Not the Platform
|
||||
SDK (`frame.ovr_trace`: only user + entitlement, both answered) and not the repack's Frida gadget (OVRPort's
|
||||
`patch_clean_up_frida` removes its loadLibrary). It **leaks ~430 GPU mappings (/dev/dri/renderD128) and ~20 MB a
|
||||
second** (6.5 GB + swap after 5 min, then 26 fps): page-fault stacks (perf -e page-faults, offsets resolved with the
|
||||
process maps + vrclient.so's own symbols; its text segment is at file offset + 0x4000) end in SteamVR's runtime:
|
||||
`xrBeginFrame → CSxrCompositorOpenVR::BeginFrame → SubmitExplicitTimingData → CVRCompositorSharedTextures::
|
||||
BeginGPUTimingCommandBuffer` and `xrEndFrame → CVRCompositorClient::SubmitWithArrayIndexAndTime`. Ruled out: the
|
||||
layer color scale/bias + image layout structs (FrameBridge `strip_color_bias` 1/2, diagnostic), Valve's Vulkan
|
||||
layers (VK_INSTANCE_LAYERS=""), array swapchains in general (Lucky's Tale/I Am Cat flat). Kernel tracepoints aren't
|
||||
allowed for steamos. FrameBridge: `layer_debug` logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts;
|
||||
`frame_balance` (ends an open frame before the next begin) exists but Vader never leaves one open. Next (built,
|
||||
not yet run: the Frame slept): `layer_debug` also counts xrAcquire/Wait/ReleaseSwapchainImage per 5 s (hooked only
|
||||
with layer_debug, after the other conditional hooks) to see whether Vader skips a wait or release: it doesn't (361/361/361 per 5 s).
|
||||
FrameBridge `snapshot=N` (`snapshot_gl.c`, GLES): every N s the left-eye image the game submits is read back on its
|
||||
own context and saved as `files/fb_snap_0-7.ppm` (quarter size) — headless launches show a black headset view, this
|
||||
shows what the game draws. Vader: Lucasfilm logo (an OBB mp4: video works), then its loading card (portrait + segmented
|
||||
bar) that never advances; the async loader thread sleeps and OBB reads stop (~168 MB of a 2.7 GB pak).
|
||||
**Double launch (agent v57, 2026-10-06):** a second Play while Lepton still boots (~10 s with nothing to see) made
|
||||
the second Lepton stop the first one's container ("Waiting for steamlaunch-<appid> (PID …) to exit", exit 137
|
||||
"(starting)", "Clearing baked app data due to early exit") and both died (Vader, BattleSisters). launch.sh now takes
|
||||
`flock` on `<base>/.launch.lock` (fd 9, inherited by Lepton; the watchdog and dashboard helpers close it with
|
||||
`9>&-`); a second launch exits 0 and logs to `<base>/launch-dup.log`. `upgrade_launchers` adds it to existing
|
||||
launchers. Verified on the device (second launch during boot: ignored, the first kept running). Vader on its loading
|
||||
card ignores input too (owner pressed/held every button: presses reach the runtime, the card never changes).
|
||||
**Issue triage round (2026-10-06, owner's headset):** vibration in OVRPlugin games = 2 s vibrations updated per frame and
|
||||
stopped with amplitude 0; FrameBridge turns amplitude 0 into xrStopHapticFeedback (else each buzz ran 2 s), haptic_fix
|
||||
uses the envelope RMS (was its peak), per-game `haptic_scale` → Creed/The Boys/Jurassic World fine. Lambda1VR (TBXR):
|
||||
loader named by Build.MANUFACTURER (`frame.tbxr_vendor`), no graphics extension enabled (FrameBridge adds
|
||||
XR_KHR_opengl_es_enable + asks for the requirements on -50), always multisampled render-to-texture (GL shim gives
|
||||
single-sampled stand-ins when GL_EXT_multisampled_render_to_texture is hidden) + its xash/ data → works. Jurassic World:
|
||||
`frame.vrapi_stub`. Metro Awakening: contributor's vkshim fixes + hide_space_warp + no VALVE_rpo (jumping polygons like
|
||||
ITR2). Pinball FX VR: hide_space_warp (stutters). Eleven: a Meta online request fails after platform init → needs Meta
|
||||
services. Star Wars Tales: top half black + freeze after loading; ruled out: asset-file paks (never requested), Valve
|
||||
foveation (off: no change), GL errors (MESA_DEBUG=1: none), EGL_BAD_ACCESS once in OVRPlugin init (harmless); the game's
|
||||
eye image reads back black. BlazeRush: VrApi bridge exports + ovr*_ToString stubs + avatar stub get it to the menu room
|
||||
at 72 fps, full input reaches it (diagnostics `input 5s`: Touch type only, sticks 1.0, buttons, poses 0x8f), but the room
|
||||
draws no controllers and ignores input; avatar loader forced to its "Failed" path (no logged-in user) changed nothing.
|
||||
`frame.ovr_trace` can't trace Unity games (P/Invoke dlsym; nothing imports ovr_*). Headless: the VrApi bridge's 30 s
|
||||
head-pose deadline ends VR mode without a worn headset (not a game bug).
|
||||
**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.
|
||||
|
||||
**Install links / FrameDrop button protocol (2026-10-07, not yet clicked end to end from a browser):** FrameDrop
|
||||
(framedropvr.com, a closed-source Windows sideloader) defines "Install with FrameDrop" buttons:
|
||||
`https://framedropvr.com/install?manifest=<url>|url=<file>` → that page opens `framedrop://install?…` (1.6 s, else its
|
||||
home page); manifest `{"schema":"framedrop.install/v1","name","files":[{"url","sha256"}]}` (name = Steam title; .apk
|
||||
or Linux .zip). `deeplink.py` (no Flet) parses framedrop://, frameport:// and the pasted https link, enforces its
|
||||
rules (https; http only on loopback; no credentials; no LAN/loopback/link-local IPs, also after DNS and redirects; URL
|
||||
ends in a file name), caps manifests at 256 KiB, ignores non-hex sha256 (FrameDrop's own example has a placeholder),
|
||||
downloads into `<data>/downloads/<slug>-<hash>/` (OBBs → `obb/` next to the APK, `.part` removed on cancel/mismatch);
|
||||
`pipeline.add_from_link` routes APK / Linux / exe and sets `title` + `title_locked` + `link` (a bare file link keeps
|
||||
FramePort's title). GUI: `views/link_dialog.py` (always asks first), Add games → "Install from a link…", CLI
|
||||
`frameport open-link [--yes --no-install --gui]`. **A `flet build` bundle can't take a URL argument** (the Flutter
|
||||
host treats any argv as a developer page URL), so `urlhandler.py` registers a script, not FramePort.exe: Windows
|
||||
HKCU `Software\Classes\{framedrop,frameport}` → hidden PowerShell `frameport-link-handler.ps1`; WSL (source runs)
|
||||
the same keys → `wsl.exe -d <distro> -e sh frameport-link-handler.sh`; Linux `frameport-links.desktop` +
|
||||
`xdg-mime`; macOS unsupported (Apple Events, paste instead). The script drops the link into `<data>/links/*.link`
|
||||
and starts FramePort unless `<data>/gui.alive` is < 10 s old (`gui.starting` stops double starts); the GUI's
|
||||
`_watch_links` thread touches the heartbeat and opens links (newest window session). Settings → Install links: one
|
||||
switch per scheme (`links.framedrop`, `links.frameport`, default on); a scheme another program owns (FrameDrop) is
|
||||
only taken with "Use FramePort for these links" (`register([s], force=True)`); off removes only FramePort's own
|
||||
registration (`MARK` in the command). Never registered with FRAMEPORT_HOME/FRAMEPORT_NO_LINK_HANDLER (tests,
|
||||
screenshots). Same round: files dropped on the Library (`ui/dropped.py`, bundles only like the Files tab), "Add a
|
||||
Windows program (.exe)…" (`pipeline.add_windows_exe`: exe in Downloads/home/drive root copied alone into
|
||||
`<data>/windows-apps/<slug>/`), patch `device.display_mode` (Automatic / VR / Flat window → `InstallContext.display`,
|
||||
`installer.show_window`). FramePort-only manifest extension `"frameport": {"description", "icon"}` (bad values ignored; icon: same URL rules,
|
||||
≤2 MiB, Pillow-checked, ≥32 px, saved as PNG in `<data>/downloads/icons/`, shown in the question by asset URL, then
|
||||
`sources.apply_custom(pkg, "icon")` unless `.picked` exists; description fills `details.description` only when
|
||||
empty). Bare file links get a title guessed from the file name (`title_from_filename`: version/arch dropped, package
|
||||
names → last part). Windows test of 0.12.1.dev191 (2026-10-07): a button click opened the dialog; but a click right
|
||||
after closing FramePort did nothing (the closed window's heartbeat was < 10 s old) → the handler scripts now wait
|
||||
up to 4 s for the link file to be taken before trusting the heartbeat, the window's CLOSE event / atexit delete
|
||||
`gui.alive`, and the Windows command runs under `conhost.exe --headless` (plain `-WindowStyle Hidden` flashed a
|
||||
console). Screens: `scripts/ui_smoke.py --links --fake-frame --game <pkg>` (tall pages: `--viewport
|
||||
1280x7000`; Flutter's popup menu ignores Escape).
|
||||
|
||||
## 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`)
|
||||
@@ -429,6 +745,12 @@ tests, builds Windows x64 / macOS arm64 / Linux x64 bundles, signs, attests and
|
||||
`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.
|
||||
- **Upstream trackers:** issues labelled `upstream` (#73 microphone, #74 haptics, #75 VrApi bridge) list our workarounds for OVRPort bugs and how to drop them; check them against OVRPort's latest release before each release.
|
||||
- **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
|
||||
@@ -444,6 +766,11 @@ Installed apps find the release themselves (self-update), so the notes are what
|
||||
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).
|
||||
- `jni` (2026-10-06): jni_flutter 1.0.4/1.0.4+1 generate bindings that require jni ^1.1.0 while Flet's build template
|
||||
pins jni 1.0.0 → every `flet build` bundle failed (`JniVersionCheck`, "generated bindings expect package:jni
|
||||
^1.1.0"). pyproject `[tool.flet.flutter.pubspec.dependency_overrides] jni = "1.1.0"` fixes it (pinning
|
||||
jni_flutter 1.0.4 does not); drop it once Flet's template moves to jni 1.1. A failed tag build publishes nothing:
|
||||
delete and re-push the tag on the fixed commit.
|
||||
- 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.
|
||||
|
||||
@@ -23,6 +23,14 @@ uv run ruff check . # lint
|
||||
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:
|
||||
|
||||
@@ -9,7 +9,10 @@
|
||||
|
||||
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.
|
||||
|
||||

|
||||
[](docs/media/frameport-tour.mp4)
|
||||
|
||||
▶ [Watch the full tour](docs/media/frameport-tour.mp4) · New to FramePort? [Watch the install tutorial](docs/media/frameport-install.mp4)
|
||||
(about 90 seconds each, MP4; also attached to every release)
|
||||
|
||||
> **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))
|
||||
@@ -18,15 +21,27 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
|
||||
|
||||
## Features
|
||||
|
||||

|
||||
|
||||
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
|
||||
[What it changes](docs/FRAME_SETUP.md).
|
||||
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
|
||||
[More](#type-on-frame).
|
||||
- **One click per game:** convert, patch, sign, upload, add to Steam with artwork, launch test.
|
||||
- **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, a Files tab with drag and drop.
|
||||
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
|
||||
tab with drag and drop.
|
||||
- **Linux apps:** install Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
|
||||
shortcut; arm64 builds run natively on SteamOS, x86_64 builds through Valve's FEX translator.
|
||||
- **Install links:** "Install with FrameDrop" buttons on web pages (the one-click protocol of the FrameDrop
|
||||
sideloader) and pasted links open in FramePort, which asks, downloads, adds and installs the build.
|
||||
- **Screenshots tab:** the screenshots you took in the headset, sorted by game (matched by play time) and day;
|
||||
view them and download them to your computer.
|
||||
- **Live view tab:** watch what the headset shows, with sound, in a browser window on your computer.
|
||||
- **Monitor tab:** the running game's frame rate, the Frame's load, temperatures, power and battery live, and its
|
||||
processes, which you can end. [More](#monitor).
|
||||
- **Self-updating** releases, redacted diagnostics, one-click problem reports and working-config sharing.
|
||||
|
||||
## Quick start
|
||||
@@ -36,24 +51,26 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
|
||||
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 press the **Steam button → Power → Switch to Desktop**.
|
||||
3. Open the app menu (bottom-left corner), search for **Konsole** and open it.
|
||||
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 and the Frame returns to its normal view; that's expected. If
|
||||
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).
|
||||
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.
|
||||
Frame** (its own tab in the sidebar), select a text field in the headset and type: searches, logins, chat, in any
|
||||
app, in Steam or on the desktop. Paste longer text to type it in one go. Nothing to install: FramePort adds a virtual
|
||||
keyboard on the Frame while the tab is open, without root.
|
||||
|
||||

|
||||
|
||||
@@ -61,11 +78,46 @@ Unity apps whose text fields close the moment you select them on the Frame (no s
|
||||
fix, so Steam's on-screen keyboard and Type on Frame work in them too.
|
||||
[Details](docs/INSTALL.md#typing-on-the-frame).
|
||||
|
||||
## Screenshots
|
||||
|
||||
Screenshots you take in the headset show up in FramePort's **Screenshots** tab, grouped by day and matched to the game
|
||||
you were playing. Open one full size, step through them, and download single shots, a selection or all of them to
|
||||
your computer.
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## Live view
|
||||
|
||||
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
|
||||
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
|
||||
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
|
||||
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
|
||||
while the headset sleeps.
|
||||
|
||||
## Monitor
|
||||
|
||||
The **Monitor** tab shows what the Frame is doing while it's open: the running game with its frame rate against the
|
||||
display's refresh rate, CPU, graphics chip, memory, the hottest temperature with the fan speed, power draw and battery
|
||||
time left, each with a 2-minute chart. **Show details** adds every CPU core, all temperature sensors, where the power
|
||||
goes and the network. Below, the game's processes (or Steam's, or all of them) with their CPU, GPU and memory use:
|
||||
right-click one to end it, or end the whole game. Programs that Steam, SteamVR or the desktop need are marked and ask
|
||||
again. The Frame sends the numbers itself (about 1 % of one CPU core) and stops when you leave the tab.
|
||||
|
||||

|
||||
|
||||
## 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 recipe…** (it fills in the
|
||||
recipe for you) or **Report a problem…** (attaches a diagnostics zip with personal data removed). Without the app:
|
||||
[share a working config](https://github.com/spoopyghosty0/frameport/issues/new?template=working-config.yml) · [report a problem](https://github.com/spoopyghosty0/frameport/issues/new?template=bug-report.yml). Shared configs become built-in recipes for everyone.
|
||||
|
||||
## Built on
|
||||
|
||||
[OVRPort](https://github.com/Android-XR-Bridge/OVRPort) (Quest → OpenXR, originally
|
||||
@@ -81,6 +133,7 @@ What FramePort adds itself: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
|
||||
| [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 |
|
||||
|
||||
@@ -1,12 +1,17 @@
|
||||
0f681f54b59cfad2efc8883aee5a0971c2fba09d9ba2dca15a136b0ac74a59b8 ./arm64-v8a/libfp_vk.so
|
||||
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
|
||||
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
|
||||
dc62857b4f7a23b194060599339dfe72b38c16cdf4a9eb1b1f3b4d1fb9071a6d ./arm64-v8a/libopenxr_loader_generic.so
|
||||
e7554c6343ee2989b0a273ee6230e65c25bfe6499eefd00de19f5f0fee58754f ./arm64-v8a/libfp_langpack.so
|
||||
321da502e0f8f46f0880aad39fe6b84bdef88f925164568814cf704a1b31a577 ./arm64-v8a/libfp_ovrp.so
|
||||
40defdaddcda53bd2649eb48076fae1622bfc2bfc88e9e03c94fc8b45af2a4f2 ./arm64-v8a/libfp_ovrtrace.so
|
||||
7522a7cfb236e48d3442d418c4820cd37760a9627c6bdef80fb0df82df5fd826 ./arm64-v8a/libfp_vk.so
|
||||
383054f8b3b41dde76d062c71856cd3163655e50009c08454bc1793f393ead65 ./arm64-v8a/libfpg.so
|
||||
8a8f6b1da8952cb3933a5b53558424a5fc56043b2527a16bb6dd62a00d2de01a ./arm64-v8a/libframe_xrshim.so
|
||||
fc559dbe0b87eecc3641256837293260cefb7c2ce7b21d808d10edd2a2dba9fc ./arm64-v8a/libglshim.so
|
||||
cc5b493cadefe76ad13fd096d3f8494a140ba593e0e1692db12d284bc548c1cf ./arm64-v8a/libopenxr_loader_generic.so
|
||||
1feaeafad467c4cafdf2b018a4d84b0bee200c3f711697b4ce97e66a3ba256ca ./arm64-v8a/libovrplatformcompat.so
|
||||
32525cd0a9ee3d9993d8871cd6905bdcf22cde4f4ba28f5db6434ce7d6554758 ./arm64-v8a/libvrapi.so
|
||||
a79c598744b98b9bf581664a80bcee1a0d11a62fdcdb99f05a0f6f381b6498cd ./armeabi-v7a/libopenxr_loader_generic.so
|
||||
aa4dc0020c77e12d41ef6ce80b23ad90c9cb7e882338eddf2261efe8645cf38d ./arm64-v8a/libvrapi.so
|
||||
c10412dd76a65a1d587b7ed226367d1a6f2bec238c733c97ee67eb8870c868e8 ./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
|
||||
b10b3a5c10c3339fc63fd9f6cb4d01ea29be11a863d0ebad1389ea69fd471940 ./linux-arm64-bin/fp_venc
|
||||
c2c70f4af1a5c3e6089dff1130161dd417f8044f99ec639eeecf1083930aab16 ./win-x64/fp_oculushmd.exe
|
||||
60ebc5fea05b8945082e2ca8b9f2eb74616012a26eb50133af273dff0fcddc42 ./win-x64/fp_vrsettings.exe
|
||||
@@ -1,5 +1,6 @@
|
||||
#!/usr/bin/env bash
|
||||
# FramePort one-time Steam Frame setup. Run in the Frame's Desktop Mode terminal (Konsole):
|
||||
# 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).
|
||||
#
|
||||
@@ -128,6 +129,6 @@ if [[ ! -x "$DEVKIT_HELPER" || ! -f "$STEAM_CONFIG" ]] || \
|
||||
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 Desktop Mode in a few seconds and the Frame returns to its"
|
||||
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 +1,21 @@
|
||||
package: com.Aldin.WotW
|
||||
title: 'Waltz of the Wizard: Extended Edition'
|
||||
status: works
|
||||
notes: From what I tested, it just works. My only complaint is that the haptics go pretty crazy. But I don't remember
|
||||
what it was like when I played it in my Quest. So it could be fine. 100% playable.
|
||||
tested_version: 5.0.8.1578
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 522cfebf954e1cab6054798479b0b32c5ba9e38cca83dd98db2ac0f7e3c0802a
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 44
|
||||
source_hint: WotW
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.Appnori.AllInOneSports
|
||||
title: AllInOneSports
|
||||
status: works
|
||||
tested_version: 1.9.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: a1f9535ac569068bba25f137f131db9d4c3e997c072f3e790beac8ffef701fe3
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 13
|
||||
source_hint: All In One Sports
|
||||
@@ -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
|
||||
@@ -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.CortopiaStudios.Graves
|
||||
title: GORN2
|
||||
status: works
|
||||
tested_version: 1.10.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: d8a7949edc90c19902eb89f888ad6a350475387d630991767b3097667ad16d4c
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
issue: 88
|
||||
source_hint: GORN 2
|
||||
@@ -0,0 +1,19 @@
|
||||
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
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.FireproofStudios.TheRoomVR
|
||||
title: The Room VR
|
||||
status: works
|
||||
notes: Plays normally (it used to stay on a grey screen).
|
||||
details: Unity 2018.4 with built-in Oculus support. It started VR only with frame.unity_oculus_check, then Unity's
|
||||
render thread crashed in the GL driver (Zink) when OVROverlay copied a 4x4 fade texture into its overlay layer;
|
||||
frame.unity_no_overlay_copy skips that copy (the fade still works). frame.unity_runtime_msaa_off keeps the eye buffer
|
||||
at one sample (also GitHub issue 38).
|
||||
tested_version: '1.02'
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_no_overlay_copy
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 38
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: The Room VR
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.FourPlayersStudio.Retronika
|
||||
title: Retronika
|
||||
status: works
|
||||
tested_version: 3.2.601
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 290bfda3969547d5f1ff621ab5a8be9dd322fc9eee6b243c863576d4ff5b4b81
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 97
|
||||
source_hint: Retronika
|
||||
@@ -0,0 +1,16 @@
|
||||
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
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.ILMxLAB.VaderImmortal.ep1
|
||||
title: 'Vader Immortal: Episode I'
|
||||
status: issues
|
||||
notes: Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar).
|
||||
details: Unreal Engine 4 (GLES). After the Lucasfilm intro the game shows its loading card and never loads the next
|
||||
scene; it keeps rendering at 72 fps and ignores input. Ruled out so far - Meta platform requests (all answered),
|
||||
video playback (the intro is a video and plays), the no-ForceQuit build, frame and swapchain handling. The Frame's
|
||||
SteamVR runtime also leaks about 20 MB of memory a second while the game runs, which slows it down after a few
|
||||
minutes. Next steps - find what the loading code waits for in the game's engine library (no symbols) and report
|
||||
the runtime leak to Valve. GitHub issue 49.
|
||||
tested_version: 1.1.1+667256.cl.387770
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
issue: 49
|
||||
updated: '2026-10-06'
|
||||
source_hint: Vader Immortal- Episode I
|
||||
@@ -4,14 +4,25 @@ tested_version: '1.03'
|
||||
source_hint: Sniper Elite VR
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
status: unsupported
|
||||
notes: 'GPU hang (zink: DEVICE LOST) even with MSAA off.'
|
||||
details: Legacy VrApi via OVRPlugin.
|
||||
status: works
|
||||
notes: Plays with controllers that follow the hands (owner's headset test, Quest 1 build 35713).
|
||||
details: 'Unity 2019.4 on its built-in Oculus VR (no Oculus XR Plugin). Its legacy frame loop never waited for frames
|
||||
(GPU hang, zink: DEVICE LOST) and Unity reported only Go controllers: frame.unity_oculus_check. Its frame wait then
|
||||
deadlocked at the Init scene (Unity skipped beginning a frame) and the physics-step pose update located the
|
||||
controllers in the past (hands lagged): both fixed in that patch (revision 5), switched on for this game by ovrp_begin_gate and ovrp_hold_physics. Grabbing an object in the tutorial
|
||||
vibrates the controller; OVRPort''s envelope conversion then allocated ~1 GB/s until the memory cap ended the game:
|
||||
haptic_fix. The Quest 1 build has no arraysources_assets.hd, which the game loads on the Frame (it detects a Quest
|
||||
2) and then skips the .sd bundle: textures are missing unless the .sd file is also present under the .hd name in the
|
||||
game''s obb folder.'
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
ovrp_begin_gate: 1
|
||||
ovrp_hold_physics: 1
|
||||
pcvr_alternative: Sniper Elite VR (Steam PC VR). Winter Warrior (Quest) works on the Frame.
|
||||
verified:
|
||||
date: '2026-09-28'
|
||||
overport_cli: 1.2.3
|
||||
overport_runtime: 3.4.3-23204ea
|
||||
known_good_sha256: e80883eb6945e267a375edf0ffd789268686440819add9d4dee9fdbdf466cbe4
|
||||
date: '2026-10-07'
|
||||
updated: '2026-10-07'
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,27 @@
|
||||
package: com.NewFolderGames.IAmCat
|
||||
title: I Am Cat
|
||||
status: works
|
||||
notes: Steady view with pose_consistency (the judder is gone).
|
||||
details: Unity 2022.3 with the Oculus XR Plugin falls back to GLES (Zink) on the Frame, where its single-pass
|
||||
(multiview) rendering drew the right eye wrong (GitHub issue 8); frame.unity_multipass renders each eye in its own
|
||||
pass (OculusSettings.GetStereoRenderingMode + its inlined read in OculusLoader.Initialize). Poses and frame times
|
||||
are consistent, but every frame reaches the runtime one display period late (two passes on Zink) and the game
|
||||
clamps its physics step to 10 ms. The judder came from the game locating its views about three times per frame and
|
||||
getting slightly different poses each time; FrameBridge pose_consistency returns the same views for repeated
|
||||
queries of one display time (proposed in GitHub issue 8). The grey right eye on the loading screen is still open.
|
||||
tested_version: 1.4.0.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_multipass
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
pose_consistency: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 8
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: I Am Cat
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.NewFolderGames.IAmMonkey
|
||||
title: I Am Monkey
|
||||
status: works
|
||||
notes: Its intro video plays through FrameBridge's video panels.
|
||||
details: The game plays its intro on a panel that an Android media player (ExoPlayer) draws into
|
||||
(XR_KHR_android_surface_swapchain). The Frame's runtime lists that extension but refuses the call, so the panel had
|
||||
no image and the game stayed black waiting for the video (GitHub issue 25). The adapter's surface_emul (on by
|
||||
default) hands the player a real Android Surface and copies each video frame into an ordinary swapchain the panel
|
||||
shows.
|
||||
tested_version: 1.0.5
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
issue: 25
|
||||
updated: '2026-10-04'
|
||||
source_hint: I Am Monkey
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.PixelToys.BattleSisters
|
||||
title: BattleSisters
|
||||
status: works
|
||||
notes: Starts in VR; controller buttons and vibration work.
|
||||
details: Unity 2019.4 with Unity's built-in Oculus support. frame.unity_oculus_check starts VR (Meta's system-app check),
|
||||
adds the frame wait its legacy loop never makes (without it the GPU hung, black screen) and lets Unity's Oculus
|
||||
input accept Lepton's device model (it only reported controllers on a device named "Oculus ...", so buttons were
|
||||
dead). haptic_fix stops the first controller vibration from freezing the Frame (OVRPort's loader read its duration
|
||||
in nanoseconds as seconds and the game ran out of memory).
|
||||
tested_version: 1.2.4
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
issue: 48
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.11.1
|
||||
source_hint: Battle Sister
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.StressLevelZero.BONELAB
|
||||
title: BONELAB
|
||||
status: works
|
||||
notes: Builds 1.2068 and 1.2974 play (owner's headset tests). One recipe serves both builds - 1.2068 needs frame.unity_user_presence (head tracking and controls); 1.2974 also needs
|
||||
frame.slz_vulkan_hooks (72 fps after about 35 s of shader prewarming), which changes nothing on 1.2068.
|
||||
details: Both builds - the game runs (72 fps), but its player body stayed frozen - no head tracking, the controllers stuck to the
|
||||
model, no buttons - although OpenXR input and OVRPlugin's poses were fine. A few seconds after start (when Unity
|
||||
switches XR loaders) OVRPlugin reports the worn headset as not worn (ovrp_GetUserPresent2 -> 0), and BONELAB's
|
||||
Marrow rig only follows the player while Unity's HMD device reports UserPresence (OpenControllerRig checks
|
||||
XRHMD.IsUserPresent every frame). frame.unity_user_presence reports the headset as worn. Build 1.2974 only - it adds Stress
|
||||
Level Zero's graphics plugin (libSLZQuestNative.so), which hooks Unity's Vulkan start-up (vkCreateInstance/
|
||||
vkCreateDevice) and vkCreateSampler; on the Frame its vkCreateInstance wrapper calls an invalid pointer right after
|
||||
OVRPlugin's pre-init instance is destroyed (a jump to 0, into an unloaded library, or a hang). frame.slz_vulkan_hooks
|
||||
switches its two registrations off, so Unity starts Vulkan itself; the plugin's pipeline cache isn't used.
|
||||
tested_version: 1.2974.57485
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_user_presence
|
||||
- frame.slz_vulkan_hooks
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
updated: '2026-10-08'
|
||||
source_hint: BONELAB
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.ToastVR.RichiesPlankExperience
|
||||
title: Richie's Plank Experience
|
||||
status: works
|
||||
tested_version: 2.3.585
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 7eb1366c2398e554624a5d66aefb0c731c64b1b6944bc1726d9187f123c37fb7
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 59
|
||||
issue: 95
|
||||
source_hint: apks
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.VR_HOT.VR_HOT_Quest
|
||||
title: VR HOT Quest
|
||||
status: works
|
||||
tested_version: 0.8.8.1
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
controller_models: 1
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: c321606c536eba1673572a9f44fd9e20d2cb5bd9609d536189e6ad7057b9cd67
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 59
|
||||
issue: 98
|
||||
source_hint: VR-HOT-Quest-0.8.8.1
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.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
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.YourCompany.SWP_VR
|
||||
title: Star Wars Pinball VR
|
||||
tested_version: '1.4'
|
||||
source_hint: Star Wars Pinball VR
|
||||
engine: Unreal
|
||||
xr: VrApi
|
||||
status: works
|
||||
notes: Plays (owner's headset test); one short audio hiccup seen.
|
||||
details: 'Unreal 4.25 (GLES) built against OVRPlugin 1.44. Four Frame problems in a row: Zink crashed on Unreal''s
|
||||
multisampled render-to-texture (fault addr 0x10000 on the RHIThread): frame.unreal_gl_shim, which keeps Unreal''s
|
||||
multiview and draws those passes single-sampled; OVRPort''s OVRPlugin lacks ovrp_GetPTWNear, so Unreal''s Oculus
|
||||
module never started VR (then a null pointer in GetMultiViewSceneColor): frame.unreal_ovrp_entrypoints; the engine''s
|
||||
OpenSSL assembly has unpaired return-address checks the Frame''s CPU enforces (SIGILL on the HttpManager thread):
|
||||
frame.pac_hints. Needs its OBB (main.10765).'
|
||||
frame:
|
||||
- frame.unreal_gl_shim
|
||||
- frame.unreal_ovrp_entrypoints
|
||||
- frame.pac_hints
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
issue: 83
|
||||
updated: '2026-10-08'
|
||||
min_app: 0.12.1
|
||||
@@ -0,0 +1,23 @@
|
||||
package: com.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 +1,21 @@
|
||||
package: com.beatgames.beatsaber.lj369vr
|
||||
title: Beat Saber
|
||||
status: works
|
||||
tested_version: 1.40.8_7379
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 6366a5411328b21de9e2da034af78290882b3c27b7a8f0c61688196e91320055
|
||||
app: 0.11.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261005.6135832'
|
||||
agent: 56
|
||||
issue: 68
|
||||
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
|
||||
@@ -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
|
||||
@@ -0,0 +1,21 @@
|
||||
package: com.characterBank.ruinsmagus
|
||||
title: RUINSMAGUS
|
||||
status: works
|
||||
tested_version: 1.2.3
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-07'
|
||||
known_good_sha256: 230e5625fbdfebb47c4d96aeb87f45270e4e6c79a33c08315c90626ab7465fe5
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 89
|
||||
source_hint: RUINSMAGUS
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.cloudheadgames.pistolwhip
|
||||
title: Pistol Whip
|
||||
status: works
|
||||
notes: 120 HZ
|
||||
tested_version: 1.6.0.2
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: ebd97af54c59d59d473c98492c1bb26ce6059b7e59f27a08acfc5ada23d0b774
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 100
|
||||
source_hint: Pistol Whip
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.coatsink.alone
|
||||
title: Jurassic World Aftermath Collection
|
||||
status: works
|
||||
notes: Plays (owner's headset test, 2026-10-06).
|
||||
tested_version: v3.16
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_no_msaa
|
||||
- frame.unity_oculus_check
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
- frame.unity_gl_shim
|
||||
- frame.vrapi_stub
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 0566b39d96258fa15eb1b03f27a7ad4219eb5442b0355cd803ed1cf13313f1b3
|
||||
app: 0.12.0
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.12.0
|
||||
source_hint: Jurassic World Aftermath Collection
|
||||
@@ -0,0 +1,18 @@
|
||||
package: com.crowscrowscrows.AccountingPlus
|
||||
title: Accounting+
|
||||
status: works
|
||||
notes: Plays normally, including the "press any button" screen after choosing to sit or stand.
|
||||
details: Unity 2017.4 built-in Oculus support. frame.unity_oculus_check gets VR started (Meta's system-app check and
|
||||
the frame wait its legacy loop never makes, libfp_ovrp.so), ~72 fps. The motion warning after the stance selection
|
||||
waits for a mouse click (Input.GetMouseButtonDown), which a Quest delivers for the controller press and Lepton never
|
||||
does; the same library now counts a newly pressed trigger or A/B/X/Y as that click.
|
||||
tested_version: 1.24.35
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_oculus_check
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.11.0
|
||||
source_hint: Accounting+
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.curif.AgeOfJoy
|
||||
title: AgeOfJoy
|
||||
status: works
|
||||
tested_version: '1.0'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.oculusos
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-08'
|
||||
known_good_sha256: 9780e71e417b86290147c67c83755305801d8957909734c717a519034edefdf9
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20261006.6173745'
|
||||
agent: 59
|
||||
issue: 103
|
||||
source_hint: AgeOfJoy 05 rc30
|
||||
@@ -0,0 +1,14 @@
|
||||
package: com.drbeef.doom3quest
|
||||
title: Doom3Quest
|
||||
status: issues
|
||||
notes: PDA shows black screen.
|
||||
tested_version: 1.4.8
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 3c733f5cd08b6fa5d9e2775b1c1aee36b5943518b5d8451ba87e3c59a702afdf
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.3
|
||||
issue: 77
|
||||
source_hint: doom3quest148
|
||||
@@ -0,0 +1,17 @@
|
||||
package: com.drbeef.lambda1vr
|
||||
title: Lambda1VR
|
||||
status: works
|
||||
notes: 'Needs the game data: upload the release''s xash folder to the game''s storage (Files tab) and set --msaa
|
||||
1 in xash/commandline.txt. Owner''s headset test, 2026-10-06.'
|
||||
tested_version: 1.7.3
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.tbxr_vendor
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 10bbccceb8d9a84ff3bcc9a21fd59db52784ff7742998bbe5b30d938dd7b97d2
|
||||
app: 0.12.0
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.12.0
|
||||
source_hint: Lambda1VR
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.odders.shapeit
|
||||
title: BodyCombat
|
||||
status: works
|
||||
tested_version: 3.0.0
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 1aa5b2a46b25c86db65e3355a575af14b5d4d89b967c812274f181aab2e62b33
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 48
|
||||
issue: 56
|
||||
source_hint: LES MILLS BODYCOMBAT
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.owlchemylabs.jobsimulator
|
||||
title: Job Simulator
|
||||
status: works
|
||||
tested_version: 1.4.0.6515
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: 64638d7f93bb93cc61f422a43a08bb0d35b9bb4b463e90a42da7002147f03d1b
|
||||
app: 0.6.2
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 11
|
||||
source_hint: Job Simulator
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.parkline.wander
|
||||
title: Wander
|
||||
status: works
|
||||
tested_version: '0.3569'
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
known_good_sha256: c0c9de22b3646f35009a53796757d26f8d4e95259713f26a18fae2be995b23aa
|
||||
app: 0.6.3
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 35
|
||||
issue: 17
|
||||
source_hint: Wander
|
||||
@@ -0,0 +1,25 @@
|
||||
package: com.playful.LuckysTale
|
||||
title: Lucky's Tale
|
||||
status: works
|
||||
notes: Plays normally; touching a save slot no longer freezes the Frame (haptic_fix).
|
||||
details: Touching a save slot vibrates the controller through XR_FB_haptic_amplitude_envelope; OVRPort's OpenXR
|
||||
loader converts that envelope with the duration in nanoseconds read as seconds and allocates an enormous buffer, so
|
||||
the Frame ran out of memory and froze (found by the GitHub issue 9 reporter). FrameBridge's extension shim turns the
|
||||
envelope into a plain vibration before OVRPort's loader sees it (haptic_fix). Brief pauses came from the headset's
|
||||
wear sensor flickering, now hidden by focus_hold (on by default).
|
||||
tested_version: 1.0.55
|
||||
engine: Unity
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
- frame.unity_runtime_msaa_off
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
issue: 9
|
||||
updated: '2026-10-05'
|
||||
min_app: 0.11.0
|
||||
source_hint: Luckys Tale
|
||||
@@ -0,0 +1,28 @@
|
||||
package: com.qcxr.qcxr
|
||||
title: QuestCraft
|
||||
status: works
|
||||
notes: Minecraft runs in VR (Vivecraft, about 72 fps; drops while worlds load). Needs FramePort 0.10.0 or newer for
|
||||
the picture (older versions show black). On first start QuestCraft downloads its Java runtime, which didn't unpack on
|
||||
the Frame once (see details).
|
||||
details: QuestCraft downloads its Java runtime (JRE.zip from QuestCraft's GitHub releases) into files/runtimes/JRE
|
||||
on first start; on the Frame that step once left nothing behind ("libjvm.so not found"; unpacked by hand). Two
|
||||
Frame fixes, both owner-verified 2026-10-05. (1) Minecraft 1.21.5 checks GL errors strictly and aborted with
|
||||
"OpenGL error 1282", an error the Frame's Mesa (Zink) reports where Quest's driver doesn't; QuestCraft's GL-to-GLES
|
||||
layer (LTW) ignores GL errors when LIBGL_NOERROR is set, which Lepton passes from LEPTON_ENV_LIBGL_NOERROR. (2) LTW
|
||||
passes desktop GL_DEPTH_COMPONENT32 through, which Mesa rejects, so every framebuffer was incomplete and the picture
|
||||
black; frame.ltw_depth (automatic for APKs with libltw.so) loads GLES through a shim that asks for
|
||||
GL_DEPTH_COMPONENT32F. Left over, harmless so far - Mesa still reports about 4 GL_INVALID_OPERATION per frame
|
||||
("in glthread", so the call is unknown; mesa_glthread=false would name it).
|
||||
tested_version: 6.0.0-RC4
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
lepton_env:
|
||||
LEPTON_ENV_LIBGL_NOERROR: '1'
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
updated: '2026-10-05'
|
||||
source_hint: QuestCraft
|
||||
@@ -0,0 +1,20 @@
|
||||
package: com.resolutiongames.abvriop.santacruz
|
||||
title: palazzo_santacruz
|
||||
status: works
|
||||
notes: Played a few levels. Passthrough also works.
|
||||
tested_version: 3.7.6.10866-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: 394214a68297c1e5b019dc4f65b145e7bd0e98604205616364e0c151c1afd894
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260922.6101926'
|
||||
agent: 48
|
||||
issue: 46
|
||||
source_hint: abvriop
|
||||
@@ -0,0 +1,19 @@
|
||||
package: com.resolutiongames.cookinggame
|
||||
title: Cook-Out
|
||||
status: works
|
||||
tested_version: 1.20.0.10625-release
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-03'
|
||||
known_good_sha256: 7217649c503adf76f3a959fc72858c446c2a42a9ce9e209286977b1950397915
|
||||
app: 0.6.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 33
|
||||
issue: 3
|
||||
source_hint: com.resolutiongames.cookinggame
|
||||
@@ -0,0 +1,14 @@
|
||||
package: com.roblox.client
|
||||
title: Roblox
|
||||
status: unsupported
|
||||
notes: Crashes on its first VR frame on the Frame.
|
||||
details: SIGSEGV on Roblox's render thread right after it re-creates its eye swapchains (format 37, which the Frame
|
||||
doesn't offer, retried as sRGB 43) — in its own code or inside the runtime's xrBeginFrame. No integrity or login
|
||||
check involved; also needs an online login once it runs.
|
||||
tested_version: 2.741.1051
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-04'
|
||||
source_hint: Roblox
|
||||
@@ -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
|
||||
@@ -1,11 +1,12 @@
|
||||
package: com.stremio.vrone
|
||||
title: Stremio
|
||||
status: issues
|
||||
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). Known issue: the add-ons page stays 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.'
|
||||
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
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
package: com.survios.Creed
|
||||
title: Creed
|
||||
status: works
|
||||
tested_version: CRU-386950
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: c319dd95198a0a96a883aa70f6be9c843da0a265967fa4a7343ce7e6f4bfdc87
|
||||
app: 0.10.0
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 54
|
||||
issue: 60
|
||||
source_hint: Creed Rise to Glory
|
||||
@@ -0,0 +1,26 @@
|
||||
package: com.vertigogames.ImpactDevelopment
|
||||
title: Metro Awakening
|
||||
status: works
|
||||
notes: Plays (owner's headset test) with the Vulkan shim's fixes, fragment density maps hidden, space warp off and without
|
||||
Valve's VALVE_rpo layer (random jumping polygons in 3D without the last two, as in Into The Radius 2).
|
||||
details: Unreal 5.2 (Vulkan) quit itself (ForceQuit, use_alt), then crashed three times in the Frame's Vulkan driver
|
||||
(Turnip) on things Quest's driver ignores - a depth resolve in a subpass without a depth attachment, image barriers
|
||||
and image views for a missing image. Unreal turns on fragment-density-map foveation because the driver offers the
|
||||
extension and then expects the density map from the headset, which the Frame never provides; vk_hide_fdm hides the
|
||||
extension from the game (Valve's own foveation layer is unaffected).
|
||||
tested_version: 1.0-916944
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
use_alt: true
|
||||
adapter:
|
||||
vk_spec_fixes: 1
|
||||
vk_hide_fdm: 1
|
||||
hide_space_warp: 1
|
||||
lepton_env:
|
||||
VK_INSTANCE_LAYERS: VK_LAYER_VALVE_fdm_injection
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
updated: '2026-10-06'
|
||||
source_hint: Metro Awakening
|
||||
@@ -0,0 +1,22 @@
|
||||
package: com.zenstudios.PFXVRQuest
|
||||
title: Pinball FX VR
|
||||
status: issues
|
||||
notes: Plays; mixed reality mode not working yet. Space warp off (fewer stutters).
|
||||
tested_version: '1.9'
|
||||
engine: Unreal
|
||||
xr: OpenXR
|
||||
alt_overport:
|
||||
- patch_remove_unreal_force_quit
|
||||
adapter:
|
||||
equirect_emul: 1
|
||||
hide_space_warp: 1
|
||||
verified:
|
||||
date: '2026-10-05'
|
||||
known_good_sha256: ec5491f6a809c0ee9624e4a43aa0f2c307eb048763492d32a00ff4e0511efe54
|
||||
app: 0.9.1
|
||||
overport_cli: 1.2.5
|
||||
frame_build: '20260930.6234839'
|
||||
agent: 48
|
||||
issue: 50
|
||||
updated: '2026-10-06'
|
||||
source_hint: Pinball FX VR
|
||||
@@ -0,0 +1,21 @@
|
||||
package: io.ARVORE.TheBoysVR
|
||||
title: The Boys VR
|
||||
status: works
|
||||
notes: Plays with space warp off (owner's headset test, 2026-10-06; black screen reported before).
|
||||
tested_version: 1.1.0.345
|
||||
engine: Unity
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.unity_text_input
|
||||
device:
|
||||
- device.text_input_window
|
||||
adapter:
|
||||
haptic_fix: 1
|
||||
hide_space_warp: 1
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 5df46b1771611c607229ee59298d983a4d78a57591d4864a02da2df5d2b6f97b
|
||||
app: 0.12.0
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.12.0
|
||||
source_hint: The Boys
|
||||
@@ -0,0 +1,18 @@
|
||||
package: org.timecrisis.quest
|
||||
title: Time Crisis VR (Experimental)
|
||||
status: works
|
||||
notes: Fully playable at 120hz
|
||||
tested_version: 0.8.3
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 4e67411a8e9c0b5fbb19ca7908c4222aa5ad1b2d47a8f4b5018b4fe9c2f5324e
|
||||
app: 0.12.0
|
||||
overport_cli: 1.2.3
|
||||
frame_build: '20261005.6135832'
|
||||
agent: 59
|
||||
issue: 80
|
||||
source_hint: TimeCrisisVR-v0.8.3-quest
|
||||
@@ -0,0 +1,29 @@
|
||||
package: org.wiicompiled.quest
|
||||
title: WiiCompiled VR
|
||||
status: issues
|
||||
notes: 'To add a game: in FramePort''s Files tab, upload your .wcgame file to this game''s storage, folder
|
||||
Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR/Import, then open WiiCompiled (it imports the newest
|
||||
file there; one at a time). Once your game is imported, turn on "Start straight in VR" (and off "Show the app''s
|
||||
Android window") and update it on the Frame: it then opens in VR without the flat launcher window, which otherwise
|
||||
stays in view (turn it off again to import another game). The right eye jitters during races.'
|
||||
details: A native Mario Kart Wii recompilation (needs your own disc as .wcgame files built by the WiiCompiled
|
||||
launcher on a computer). Lepton's Android has no document picker, so the launcher's "Import from computer" and
|
||||
"select disc image" buttons fail (ActivityNotFoundException for OPEN_DOCUMENT); its Import folder is read when the
|
||||
launcher opens instead. The game's libmain.so has its own OpenXR loader and talks to the Frame's runtime directly
|
||||
(FrameBridge isn't in its path); the right-eye jitter in races comes from its stereo replay of the race view, so it
|
||||
needs a fix in WiiCompiled itself. The launcher is a flat Android window (shown with lepton-show-flatscreen) that
|
||||
stays in view after it starts the VR part (QuestActivity, process :game); frame.start_activity makes QuestActivity
|
||||
the start activity (owner-verified 2026-10-05, opens straight in VR), but it skips the launcher's import step, so it
|
||||
stays off by default.
|
||||
tested_version: 0.4.0-quest
|
||||
engine: Other
|
||||
xr: OpenXR
|
||||
frame:
|
||||
- frame.sdl_clipboard
|
||||
- frame.vk_sanitize
|
||||
device:
|
||||
- device.text_input_window
|
||||
verified:
|
||||
date: '2026-10-04'
|
||||
updated: '2026-10-05'
|
||||
source_hint: WiiCompiled
|
||||
@@ -0,0 +1,20 @@
|
||||
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
|
||||
@@ -0,0 +1,18 @@
|
||||
package: ru.targem.blazerush
|
||||
title: BlazeRush
|
||||
status: unsupported
|
||||
notes: Starts and reaches the menu room, but the room shows no controllers and ignores all input (it all reaches
|
||||
the game); no fix yet.
|
||||
tested_version: 1.0.349
|
||||
engine: Other
|
||||
xr: VrApi
|
||||
frame:
|
||||
- frame.vrapi_bridge
|
||||
- frame.avatar_stub
|
||||
verified:
|
||||
date: '2026-10-06'
|
||||
known_good_sha256: 7cbd5d4252788ccd3c95b5c1841dcc798ea029d687938c024e33bd698ba17671
|
||||
app: 0.12.0
|
||||
updated: '2026-10-06'
|
||||
min_app: 0.12.0
|
||||
source_hint: BlazeRush
|
||||
@@ -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
|
||||
@@ -8,13 +8,48 @@ signatures:
|
||||
severity: fatal
|
||||
diagnosis: Lepton found no activity with category LAUNCHER.
|
||||
suggest: [frame.launcher]
|
||||
- id: linux-x86-no-fex
|
||||
pattern: '(cannot execute binary file: Exec format error|exec format error)'
|
||||
severity: fatal
|
||||
diagnosis: An x86_64 Linux program was started directly; the Frame's arm64 CPU needs FEX (x86 translation) for it. Reinstall the app with FramePort 0.12 or newer, which installs FEX and starts the program through it.
|
||||
suggest: []
|
||||
- id: no-arm64
|
||||
pattern: 'INSTALL_FAILED_NO_MATCHING_ABIS'
|
||||
severity: fatal
|
||||
diagnosis: 32-bit-only APK. The Steam Frame has no AArch32; this cannot run. Use the PC (Rift) version via Revive.
|
||||
suggest: []
|
||||
- id: android-too-new
|
||||
pattern: '(NoClassDefFoundError|ClassNotFoundException|NoSuchMethodError)\b.*(Landroid/window/|android\.window\.|(storeStoreFence|loadLoadFence)\(\)V in class Ljava/lang/invoke/VarHandle)'
|
||||
severity: fatal
|
||||
diagnosis: The app calls Android 12/13+ classes (android.window.*, VarHandle fences) that the Frame's Android 11 (API 30) container doesn't have; it needs a newer Android (e.g. minSdk 34 apps). Nothing to patch - it can't run until Valve updates the Frame's Android.
|
||||
suggest: []
|
||||
- id: web-wrapper
|
||||
pattern: '(Creating TwaLauncher for com\.oculus\.browser|NameNotFoundException:? com\.oculus\.browser)'
|
||||
severity: fatal
|
||||
diagnosis: The app is a website in an Android wrapper (Trusted Web Activity) that opens Meta's browser (com.oculus.browser), which the Frame doesn't have, so nothing opens. There's no game to port - open the website (TWALauncherActivity's "Using URL" line) in a browser instead.
|
||||
suggest: []
|
||||
- id: unity-render-crash
|
||||
pattern: 'CRASH\s*:.*#\d+\s+pc [0-9a-f]+\s+\S*libgallium_dri\.so'
|
||||
severity: fatal
|
||||
diagnosis: Unity's render thread crashed inside the Frame's GL driver (Mesa/Zink); the picture freezes or stays grey. Known triggers - an OVROverlay copy (try "Unity - skip OVROverlay layers", e.g. The Room VR), MSAA switched on at runtime, a GPU hang (zink DEVICE LOST).
|
||||
suggest: [frame.unity_no_overlay_copy, frame.unity_runtime_msaa_off]
|
||||
- id: unreal-msrtt-crash
|
||||
pattern: 'fault addr 0x10000 in tid \d+ \((RHIThread|RenderThread)'
|
||||
severity: fatal
|
||||
diagnosis: The game's render thread jumped to address 0x10000 inside the Frame's GL driver (Mesa/Zink) a few seconds after start. Zink looks up a render-pass cache slot past its end when a game renders through multisampled render-to-texture (Unreal's mobile MSAA, e.g. Star Wars Pinball VR). Load the GL shim, which hides that extension.
|
||||
suggest: [frame.unreal_gl_shim, frame.unity_gl_shim]
|
||||
- id: pac-unpaired
|
||||
pattern: 'ILL_ILLOPN\), fault addr 0x[0-9a-f]+ \(\*pc=0xd50323bf\)'
|
||||
severity: fatal
|
||||
diagnosis: The game crashed on a return-address check (autiasp) its code never signed. The Quest's CPU ignores these checks, the Steam Frame's enforces them; some OpenSSL assembly in game engines has such unpaired checks (e.g. Star Wars Pinball VR on its first network connection, thread HttpManager).
|
||||
suggest: [frame.pac_hints]
|
||||
- id: swapchain-rect-invalid
|
||||
pattern: 'xrEndFrame failed -25\b'
|
||||
severity: fatal
|
||||
diagnosis: The runtime rejects the game's frames because an image rect reaches past its swapchain (by a few pixels on some Frames); the game stops drawing (e.g. stuck at a "Waiting" box). FrameBridge from FramePort 0.11.0 clamps the rects - rebuild and reinstall the game.
|
||||
suggest: [frame.adapter]
|
||||
- id: missing-ovr-symbol
|
||||
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovrMessageType_ToString)'
|
||||
pattern: '(UnsatisfiedLinkError|cannot locate symbol) .*"?(ovr_[A-Za-z0-9_]+|ovr[A-Z][A-Za-z0-9]*_ToString)'
|
||||
severity: fatal
|
||||
diagnosis: The game imports Meta platform functions overport's loader lacks.
|
||||
suggest: [frame.ovrstubs, frame.ovrplatformcompat]
|
||||
@@ -44,7 +79,55 @@ 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: unity-frame-not-begun
|
||||
pattern: 'frame loop shim: frame \d+: the last waited frame wasn.t begun'
|
||||
severity: info
|
||||
diagnosis: Unity skipped beginning a frame (typically while it activates a scene); FramePort's frame wait didn't
|
||||
wait for that frame instead of blocking the game. A few at each scene load are normal.
|
||||
suggest: []
|
||||
- id: sdl-no-clipboard
|
||||
pattern: 'ClipboardManager\.addPrimaryClipChangedListener|SDLClipboardHandler\.<init>'
|
||||
severity: fatal
|
||||
diagnosis: An SDL app (SDL2 / LÖVE) crashed at start because Lepton's Android has no clipboard service.
|
||||
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: input-call-failed
|
||||
pattern: 'input_diag: unsupported: (xrStringToPath|xrCreateAction|xrAttachSessionActionSets|xrSyncActions) ->'
|
||||
severity: warning
|
||||
diagnosis: The runtime refused one of the game's controller-input calls (logged by input_diag; the line names the
|
||||
call, the result and the argument), so controls set up through it don't work.
|
||||
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
|
||||
@@ -55,8 +138,37 @@ signatures:
|
||||
severity: error
|
||||
diagnosis: The game submits a VrApi layer type the bridge can't show; whole frames are dropped (black screen).
|
||||
suggest: []
|
||||
- id: graphics-requirements-missing
|
||||
pattern: '(XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING|Failed to create XR session: -50\b|xrCreateSession[^\n]*-50\b)'
|
||||
severity: fatal
|
||||
diagnosis: The game creates its OpenXR session without asking for the graphics requirements first; Meta's runtime
|
||||
allows that, the Frame's doesn't (e.g. Lambda1VR). Current FrameBridge builds ask on the game's behalf and retry -
|
||||
rebuild the game.
|
||||
suggest: [frame.adapter]
|
||||
supersedes: [native-crash]
|
||||
- id: avatar-driver-missing
|
||||
pattern: 'OVRAvatar-Loader: DisplayErrorAndExit'
|
||||
severity: fatal
|
||||
diagnosis: Meta's avatar library can't find its driver (it needs Meta's Horizon app) and stops the game (e.g.
|
||||
BlazeRush). Replace it with a do-nothing library; the game runs without Meta avatars.
|
||||
suggest: [frame.avatar_stub]
|
||||
supersedes: [native-crash, java-crash]
|
||||
- id: vrapi-symbol-missing
|
||||
pattern: 'cannot locate symbol "vrapi_\w+"'
|
||||
severity: fatal
|
||||
diagnosis: The game needs a VrApi function its libvrapi.so doesn't have (e.g. BlazeRush before the bridge gained
|
||||
vrapi_PollEvent). Rebuild with the current FramePort; if it persists, report the function name.
|
||||
suggest: []
|
||||
supersedes: [native-crash, java-crash, dlopen-failed]
|
||||
- id: vrapi-before-init
|
||||
pattern: 'VrApiLoader: vrapi_\w+ was called before vrapi_Initialize'
|
||||
severity: fatal
|
||||
diagnosis: Meta's VrApi loader stopped the game. Its OVRPlugin runs on OpenXR but still calls a VrApi function
|
||||
without starting VrApi (e.g. Jurassic World Aftermath); the VrApi bridge can't stand in for this loader.
|
||||
suggest: [frame.vrapi_stub]
|
||||
supersedes: [direct-vrapi, native-crash]
|
||||
- id: direct-vrapi
|
||||
pattern: 'vrapi_Initialize|VrApi.*not supported|libvrapi\.so.*(not found|failed)'
|
||||
pattern: '(?<!called before )vrapi_Initialize|VrApi.*not supported|libvrapi\.so.*(not found|failed)'
|
||||
severity: warning
|
||||
diagnosis: The engine talks to VrApi directly; it needs the VrApi bridge.
|
||||
suggest: [frame.vrapi_bridge]
|
||||
@@ -79,7 +191,8 @@ signatures:
|
||||
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]
|
||||
@@ -88,6 +201,18 @@ signatures:
|
||||
severity: warning
|
||||
diagnosis: Runtime lacks timespec time conversion (emulated by the current adapter build).
|
||||
suggest: [frame.adapter]
|
||||
- id: unreal-vulkan-driver-crash
|
||||
pattern: '#00 pc [^\n]*/vulkan\.freedreno\.so[\s\S]{0,3000}?lib(Unreal|UE4)\.so'
|
||||
severity: fatal
|
||||
diagnosis: The Frame's Vulkan driver crashed on a call from Unreal. Unreal 5 passes things Quest's driver ignores - a depth resolve in a subpass without a depth attachment (fixed by the Vulkan shim), image barriers and image views for a missing image when it expects fragment density maps (foveation) from the headset (e.g. Metro Awakening).
|
||||
suggest: [frame.vk_sanitize, adapter.vk_spec_fixes, adapter.vk_hide_fdm]
|
||||
supersedes: [native-crash]
|
||||
- id: unreal-fdm-missing
|
||||
pattern: 'vk shim: left out \d+ image barrier\(s\) without an image \(first: layout \d+ -> 1000218000'
|
||||
unless: 'vk shim: fragment density map extensions hidden'
|
||||
severity: warning
|
||||
diagnosis: Unreal expects fragment density maps (foveation) from the headset, which the Frame doesn't provide; its image views for them crash the Frame's driver a few seconds later (e.g. Metro Awakening).
|
||||
suggest: [adapter.vk_hide_fdm]
|
||||
- id: fossilize-renderpass
|
||||
pattern: '#0\d pc [^\n]*libVkLayer_fossilize\.so[\s\S]{0,4000}?FVulkanRenderPass::FVulkanRenderPass'
|
||||
severity: fatal
|
||||
@@ -112,6 +237,20 @@ signatures:
|
||||
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: ovr-microphone-crash
|
||||
pattern: 'ovr_Microphone_GetOutputBufferMaxSize\+'
|
||||
severity: fatal
|
||||
diagnosis: The game asked OVRPort's Meta platform library for the microphone buffer size before starting the
|
||||
microphone, and the library read the not-yet-opened audio stream (SIGSEGV in libaaudio.so, e.g. Unreal's Oculus
|
||||
voice chat a few seconds after the logo).
|
||||
suggest: [frame.ovr_microphone]
|
||||
supersedes: [native-crash]
|
||||
- id: slz-vulkan-hook-crash
|
||||
pattern: 'SLZ Graphics plugin loading![\s\S]{0,20000}?E CRASH : .*pc 0000000000000000'
|
||||
severity: fatal
|
||||
diagnosis: Stress Level Zero's graphics plugin (libSLZQuestNative.so) hooks Unity's Vulkan start-up and calls an invalid function there on the Frame (e.g. BONELAB 1.2974); the game crashes or hangs before its first frame.
|
||||
suggest: [frame.slz_vulkan_hooks]
|
||||
supersedes: [java-crash, native-crash]
|
||||
- id: native-crash
|
||||
pattern: 'Fatal signal (\d+) \(SIG[A-Z]+\)'
|
||||
severity: fatal
|
||||
@@ -226,6 +365,25 @@ 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}
|
||||
|
||||
@@ -35,6 +35,11 @@
|
||||
## Extending
|
||||
- **New fix**: `patches/frame/<name>.py` with a `Patch` subclass (`detect`, `apply`, optional `validate`), plus a
|
||||
signature in `catalog/triage.yaml` and a PLAYBOOK row. Stages: `overport` | `apk` | `install`.
|
||||
- **Upstream fixed a bug we work around**: register an `UpstreamFix` (`patches/upstream.py`) in the workaround's
|
||||
module: a probe that finds the fix in OVRPort's output (True / False / None = can't tell). Each build runs the probes
|
||||
on the converted APK and leaves out the workarounds whose fix is there (log "not needed: …", `build.superseded`,
|
||||
left out of settings.conf at install; game page and `frameport show` say so). The recipe keeps asking for the fix,
|
||||
so builds made with an older runtime keep the workaround. `FRAMEPORT_KEEP_WORKAROUNDS=1` turns it off.
|
||||
- **New heuristic**: put it in the patch's `detect()` (and `applies()` for visibility), with the evidence in the
|
||||
reason text; check `scripts/eval_heuristics.py` still reproduces the catalog and add a test in
|
||||
`tests/test_heuristics.py`.
|
||||
|
||||
@@ -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`.
|
||||
@@ -1,11 +1,12 @@
|
||||
# Compatibility
|
||||
|
||||
The built-in catalog has tested settings for 39 games (27 work, 6 work with known issues, 6 can't run on the Frame).
|
||||
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
|
||||
Tried an untested game? Its page asks how it runs; **Share working recipe…** opens a prefilled GitHub issue so your
|
||||
recipe can join the built-in catalog for everyone.
|
||||
|
||||

|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
Two ways users feed results back, both without a GitHub token:
|
||||
|
||||
- **Share working config** (game menu, `frameport share-recipe <pkg>`): saves the recipe as a user catalog entry and
|
||||
- **Share working recipe** (game menu, `frameport share-recipe <pkg>`): saves the recipe as a user catalog entry and
|
||||
opens a prefilled issue from `.github/ISSUE_TEMPLATE/working-config.yml`. A maintainer checks it and adds the label
|
||||
`catalog-accepted`. Then `.github/workflows/catalog-from-issue.yml` runs `scripts/catalog_from_issue.py`, which reads
|
||||
only the YAML block, validates it, and writes `catalog/games/<pkg>.yaml`, and the workflow opens a PR.
|
||||
|
||||
@@ -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… 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**.
|
||||
@@ -28,6 +28,23 @@
|
||||
work on Android 11: `policy_control` is gone, `cmd statusbar send-disable-flag home recents` has no `back` and
|
||||
moves the back button onto the app's controls, the `sysui_nav_bar` layout and disabling SystemUI had no effect.
|
||||
|
||||
## Where FramePort keeps games (internal storage, microSD)
|
||||
- Every game has an **anchor** on internal storage: `~/Applications/quest-frame/<pkg>/` with `launch.sh`,
|
||||
`deployment.json`, `artwork/` and `plays.log`. Steam's shortcut points at the anchor's `launch.sh`, so it never
|
||||
changes when the files move.
|
||||
- The game's files (`lepton-app/`, `lepton-data/` = saves, `lepton-shaders/`, `settings.conf`, `launch.log`; PC VR:
|
||||
`game/`, `revive/`, `compatdata/` = Proton prefix; Linux: `app/`) live in `deployment.json["base"]`: the anchor
|
||||
itself on internal storage, or `<mount>/FramePort/<pkg>` on another drive (GitHub #90, agent v63).
|
||||
- SteamOS mounts removable drives (microSD) under `/run/media/<user>/<label or uuid>`; the agent's `drives` reads
|
||||
`/proc/mounts` (plus the drives of Steam library folders) and refuses vfat/exfat/ntfs (Lepton's data and Proton
|
||||
prefixes need Unix owners, permissions and symlinks) and read-only mounts. A drive that isn't mounted is an error for
|
||||
new installs (never a silent fallback to internal storage); `list_installed` marks games on it `drive_missing` and
|
||||
their launchers stop with "storage not mounted?".
|
||||
- `move` copies with `cp -a` inside `podman unshare` (files Lepton's containers own belong to subordinate user ids),
|
||||
compares file count + bytes, retargets absolute symlinks into the old folder (the LibOVRRT → Revive redirect), points
|
||||
`launch.sh` at the new folder and only then deletes the old copy; on the same filesystem it renames instead.
|
||||
Moving a game whose Lepton data holds absolute paths, or a PC VR prefix, is not yet verified on the device.
|
||||
|
||||
## OpenXR runtime (as seen by games through overport's loader)
|
||||
- Instance extensions present include KHR_android_create_instance (must be enabled; the adapter adds it),
|
||||
KHR_vulkan_enable(2), KHR_opengl_es_enable, KHR_composition_layer_depth, FB_display_refresh_rate, EXT_hand_tracking
|
||||
@@ -55,6 +72,10 @@
|
||||
## Graphics stack
|
||||
- Vulkan: freedreno (Mesa Turnip); Valve injects `VK_LAYER_VALVE_rpo` and `VALVE_fdm_injection` via
|
||||
VK_INSTANCE_LAYERS (set `VK_INSTANCE_LAYERS=""` through `device.lepton_env` to test without them).
|
||||
The FDM layer follows each eye's gaze; one-eye jitter in some games (GitHub #69) is fixed per game with
|
||||
`device.foveation`: `fixed` = `FDM_DEBUG=disable_offsets`, `off` = `VK_INSTANCE_LAYERS=""`. Lepton passes `FDM`,
|
||||
`FDM_DEBUG`, `FOVE_LEVEL` and `FDM_SWAPCHAIN_SIZE` through to the container (liblepton/mounting.sh PASSTHROUGH_VARS);
|
||||
the layers are chosen on the host, so setting them inside the game does nothing.
|
||||
- GL ES: Zink (Mesa GL on Vulkan). Strict GLSL (see PLAYBOOK) and occasional `DEVICE LOST` with MSAA render-to-texture.
|
||||
|
||||
## Proton / Windows games (surveyed 2026-09-29; running a Rift game under it not yet verified)
|
||||
@@ -65,6 +86,17 @@
|
||||
SteamLinuxRuntime_4). None are installed by default.
|
||||
- `steam -ifrunning steam://install/<appid>` only opens a confirmation dialog in the headset. The agent's unattended
|
||||
mode writes an appmanifest stub (StateFlags 1026, installdir from appinfo) and restarts Steam, which then downloads it.
|
||||
- **x86_64 Linux apps (agent v61; verified on the device 2026-10-07: an x86_64 glibc test program installed + launch test RUNNING, "machine=x86_64 glibc=2.41"):**
|
||||
FEX is Steam app 3127680 (`fex`, installs as `common/FEX-Emu`, ~6 MB, 21 s via the appmanifest-stub path:
|
||||
`install_proton` / `proton_status` with `kind: linux_x86`). Its toolmanifest commandline is
|
||||
`/fex-compat-tool %verb% --`, **no** require_tool_appid: it does not use the Steam Linux Runtime. fex-compat-tool
|
||||
(Python) runs `<FEX-Emu>/usr/bin/FEX` with RootFS `/usr/share/guestos/fex-mesa` (part of the SteamOS image: an
|
||||
x86 Arch-style root with glibc 2.41, Mesa, graphics_provider.json for x86_64 + i386), emulates x86_64 and i386
|
||||
(emulator.json), honours `STEAM_FEX_TSOENABLED`, `STEAM_FEX_MULTIBLOCK`, `STEAM_COMPAT_FEX_CONFIG`, sets
|
||||
`tu_override_uncached_as_cache_coherent=true` and logs to `/tmp/fex-compat-tool-<pid>.log`. It **exits 1 ("No compat
|
||||
data path?") without `STEAM_COMPAT_DATA_PATH`** (keeps Config.json/AppConfig/Server/Telemetry in `<it>/fex-emu/`):
|
||||
the Linux launcher exports `<base>/compatdata`. Version seen: FEX-2607-76-g37265b1. ldd can't read x86 programs,
|
||||
so the missing-library check is skipped for them; an x86_64 AppImage is extracted through the same chain.
|
||||
- The command Steam runs is built from each tool's `toolmanifest.vdf` (`commandline`, `require_tool_appid`):
|
||||
`<SLR4-arm64>/_v2-entry-point --verb=waitforexitandrun -- <Proton>/proton waitforexitandrun <exe>`.
|
||||
- Proton sets up VR (vrclient/wineopenxr registry) only when `SteamGameId` is set (steam_helper `setup_vr_registry`).
|
||||
@@ -105,6 +137,100 @@
|
||||
- Processes started from Steam (Konsole, SSH sessions?) share steam.service's cgroup: use `systemd-run --user`.
|
||||
- SSH: `sshd` must be enabled (`sudo systemctl enable --now sshd`), which needs a user password (`passwd`).
|
||||
- mDNS: avahi-daemon runs by default; hostname `frame` → `frame.local`.
|
||||
- Desktop Mode menu entries (GitHub #84, agent v63): Linux apps get `~/.local/share/applications/frameport-<slug>.desktop`
|
||||
(+ an executable copy in `~/Desktop` when that folder exists; Plasma starts executable `.desktop` files there
|
||||
without a trust prompt), `Exec=env FRAMEPORT_DESKTOP=1 "<anchor>/launch.sh"`, marked `X-FramePort-Package=<pkg>`.
|
||||
Plasma's launcher exits right after starting the program, so with `FRAMEPORT_DESKTOP=1` the Linux launcher skips
|
||||
its "Steam parent gone → end the app" watchdog and keeps the desktop's DISPLAY/WAYLAND_DISPLAY instead of taking
|
||||
gamescope's from Steam. Not yet tried from the Frame's Desktop Mode.
|
||||
- Linux apps' own icons (GitHub #99, agent v64): finalize_linux (and every refresh of the menu entries) copies the
|
||||
app's icon to `<anchor>/artwork/app-icon.{png,svg}`: an AppImage's `squashfs-root/.DirIcon` (usually a symlink),
|
||||
else the `Icon=` of its top-level `.desktop` file (a folder app: the first `.desktop` within 3 levels) looked up
|
||||
next to it, in `(usr/)share/icons/hicolor/*/apps/` and `(usr/)share/pixmaps/`; the biggest PNG ≥128 px, else an
|
||||
SVG, else the biggest PNG. Symlinks are resolved and must stay inside the app folder; absolute and `../` names
|
||||
are ignored. Precedence for the menu entry's `Icon=` and the Steam shortcut's icon: the user's chosen/store icon
|
||||
(`artwork/.icon-source` = `custom`, written by the PC with every art upload) > the app's own (Steam: PNG only) >
|
||||
FramePort's placeholder (`artwork/icon.*`). `StartupWMClass=` is copied from the app's `.desktop` file (Plasma's
|
||||
task bar matches the window to the entry). A PNG ≤1 MiB goes back to the PC (finalize result `app_icon.png`,
|
||||
base64) and becomes the library's icon when the game has none and nothing was picked (`.app-icon` marker = its
|
||||
sha256, no `.picked`); folder apps get it on the PC at add time (`analysis/linux.find_icon`). Not yet seen in
|
||||
Desktop Mode on the device.
|
||||
|
||||
## Video of the headset view (surveyed 2026-10-05; used by the Live view tab)
|
||||
- `steamvr-v4l2cam.service` (user unit, part of gamescope-session.target, `Restart=always`) runs SteamVR's
|
||||
`/opt/steamvr/bin/linuxarm64/v4l2cam --output=99`: it reads the compositor's "Headset View" (IVRHeadsetView) and
|
||||
writes it to a v4l2loopback webcam named **"SteamVR"** (`/dev/video99`, 1920x1080 RGB24, advertised 30 fps, frames
|
||||
arrive at the display rate). Nothing on the Frame reads it by default; idle it costs nothing, read ~0.2 core.
|
||||
It shows what the wearer sees (SteamVR home, Steam's panels; a game's layers are expected but not yet seen in it).
|
||||
Black and ~1 fps (one frame per ~1.0 s) while the headset sleeps (standby): a 30 fps stream then repeats each
|
||||
frame in bursts, which looks like a stall in a player. Its size follows SteamVR's headset view (v4l2cam has no size
|
||||
option), so the live view only scales down (360p/480p/720p/1080p) or sends it as is ("full").
|
||||
- Sound: `pactl get-default-sink` (`alsa_loopback_device.stereo.alsa_output.platform-sound.HiFi__Speaker__sink`) and its
|
||||
`.monitor` source carry what the headset plays; the Frame's ffmpeg has the `pulse` input and `aac`. Timestamps: pulse
|
||||
uses the wall clock, v4l2 CLOCK_MONOTONIC → `-ts mono2abs` on the v4l2 input. Don't force
|
||||
`-use_wallclock_as_timestamps` on the pulse input: it stamped bursts of AAC packets with one time.
|
||||
- Steam's own game recording / Remote Play / broadcast capture the **gamescope** PipeWire node (`CDesktopCapturePipeWire:
|
||||
... node path: gamescope`): with gamescope's `--backend openvr` that's only the flat Steam UI, not VR. Steam's arm64
|
||||
`libvideo.so` encodes with x264 (vaapi/nvenc paths don't apply). No cast/spectator feature for the Frame's own VR view
|
||||
exists in Steam's UI; the SteamVR web server (27062) has no mirror route.
|
||||
- Encoding: the Qualcomm encoder (`/dev/video23` qcom-iris-encoder, V4L2 M2M) doesn't work with the stock tools (ffmpeg
|
||||
`h264_v4l2m2m` hangs, gst `v4l2h264enc` not-negotiated). ffmpeg + libx264 works: FramePort's live view
|
||||
(`install/livestream.py`: `fps=30` before the scale, ultrafast/zerolatency, 3 threads, nice 10, fragmented MP4 on
|
||||
stdout, + AAC 128k) measured 0.34 core at 720p / 0.56 at 1080p with a quiet picture (video only); expect ~1-1.4
|
||||
cores with a busy scene. That is now only the fallback.
|
||||
- Hardware encoding (2026-10-07): the iris encoder works when driven directly through the V4L2 stateful encoder
|
||||
interface. That is FramePort's `fp_venc` (`native/venc`, spec + every measured value in `native/venc/SPEC.md`).
|
||||
Facts:
|
||||
- Device: `/dev/video23` (`/dev/video-enc0` links to it), driver `iris_driver`, M2M multiplanar.
|
||||
- Formats: input NV12/NV21/AB24(RGBA)/QC24/Q08C; output H264/HEVC; sizes 128..8192.
|
||||
- NV12 layout (S_FMT answers):
|
||||
- stride is a multiple of 128;
|
||||
- the returned height is padded to a multiple of 32;
|
||||
- CbCr starts at stride × padded height;
|
||||
- sizeimage is rounded up to 4 KiB;
|
||||
- the default crop is the requested size.
|
||||
- Controls: CBR, FORCE_KEY_FRAME, PREPEND_SPSPPS_TO_IDR, HEADER_MODE joined, FRAME_SKIP_MODE, H.264 profiles
|
||||
Baseline..Constrained High, levels up to 6.0.
|
||||
- The `steamos` user can open it (group video).
|
||||
- The panel's current refresh rate can be read without privileges through DRM: `/dev/dri/card0` is mode 0666, and
|
||||
GETCRTC reports e.g. `2*2160x2160_96` (clock 1402720 kHz / 4448 × 3285 = 96 Hz) even while the headset sleeps.
|
||||
The panel offers 72/80/90/96/108/120/144 Hz.
|
||||
- `/dev/video99` (v4l2loopback) has `max_buffers=2`: a reader asking for more gets 2.
|
||||
- Mid-stream keyframe requests (FORCE_KEY_FRAME) take effect on the next frame, and the GOP restarts from there.
|
||||
- Measured 2026-10-07 with the headset asleep (still picture):
|
||||
- `fp_venc` alone at 32/36 fps: 1% of a core at 1080p, 2.5% at 720p.
|
||||
- Live view end to end: `fp_venc` 2.6% + ffmpeg 8.4% (AAC encoding + muxing).
|
||||
- Conversion cost per new picture (self-test, NEON, 2026-10-07):
|
||||
- 1080p (no scaling): 0.6–1.0 ms.
|
||||
- 720p (exact 3:2 fast path): 1.3–1.65 ms, down from 5.6 ms with the generic box loop (~11 ms at idle clocks).
|
||||
- 360p (3:1 fast path): 0.7 ms.
|
||||
- 480p: 2.8 ms; its 852-px width doesn't repeat cleanly, so it uses the generic path.
|
||||
- At 36 fps with live content that is roughly 2–6% of a core.
|
||||
- ffmpeg with raw H.264 on a pipe:
|
||||
- `-framerate` is ignored.
|
||||
- `-fflags nobuffer` loses the first seconds of tiny frames.
|
||||
- Numbering frames from 0 (`setts`) with no input timestamps holds all output ~7 s next to pulse's audio.
|
||||
- Arrival stamps alone (`-use_wallclock_as_timestamps 1`) bunch frames that are read together: gaps of 0–10 ms
|
||||
and 45+ ms, seen in the headset test as dropped frames.
|
||||
- What works: `-probesize 32 -analyzeduration 0 -use_wallclock_as_timestamps 1` on the input (ffmpeg reads it in
|
||||
step with the audio), then `-bsf:v setts=ts=N*(1/fps)/TB` on the output (exactly even frames; audio still
|
||||
0–N s alongside), plus `frag_keyframe` so that a requested keyframe starts a fragment.
|
||||
- With sound, ffmpeg paces its inputs against each other and pulse's audio arrives later than the wall clock
|
||||
(more while something plays). The video input then counts as ahead, and ffmpeg stops reading it for up to
|
||||
0.7 s, so the writer blocks. That was the cause of 1080p dropping frames: busy 1080p replayed with sound took
|
||||
34–47 s for 20 s of video. Video alone was fine; `nice`, `-raw_packet_size` and the input queue size didn't
|
||||
matter. Shifting the video input back fixes it, but too far makes ffmpeg hold the video for interleaving and
|
||||
release it in clumps: -1 s gave output gaps of up to 550 ms, a longer and stuttering delay in the browser.
|
||||
-0.25 s is the measured sweet spot (no stalled writes at busy 1080p with sound, steady 50–150 ms output; -0.5 s
|
||||
already clumps). Output audio/video spans stay equal because setts sets the output times.
|
||||
- Browser delay (headless Chromium, 720p, 2026-10-07): muted about 0.2–0.35 s behind the newest data; with
|
||||
sound about 1 s. Chrome keeps about 0.6 s of audio ahead and stalls below that, whatever the player does:
|
||||
1.1× catch-up gave 8 stalls per 30 s, no speed-up 1–2, same average lag; 50 ms fragments didn't help. So the
|
||||
player doesn't speed up while sound is on.
|
||||
- Quality (owner's headset test, 2026-10-07): 3 Mbit/s CBR at 720p36 showed heavy compression artifacts. The
|
||||
hardware path now uses VBR with a 1.5× peak (the encoder accepts BITRATE_MODE VBR + BITRATE_PEAK) and higher
|
||||
targets: 360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s. The x264 fallback keeps its rates.
|
||||
- The default sink is SUSPENDED while nothing plays; its monitor still delivers (silent) audio.
|
||||
|
||||
## Text input
|
||||
|
||||
@@ -116,3 +242,26 @@
|
||||
one everywhere (FramePort's "Type on Frame", agent `_keyboard`).
|
||||
- Unity text fields close without a system keyboard; see `frame.unity_text_input` in PLAYBOOK.md.
|
||||
|
||||
|
||||
## Monitoring sources (probed 2026-10-07, SteamOS 0.4.3, kernel 6.18; used by the Monitor tab, agent `_monitor`)
|
||||
|
||||
All readable by the steamos user without root; the agent reads them directly (no programs started per sample).
|
||||
|
||||
| Metric | Source | Notes |
|
||||
|---|---|---|
|
||||
| CPU | `/proc/stat` deltas; `cpufreq/policy{0,2,5,7}` | 8 cores in 4 clusters: 0-1 / 2-4 / 5-6 / 7 (max 2.27 / 3.15 / 2.96 / 3.05 GHz) |
|
||||
| GPU busy | Sum of `drm-engine-gpu` (ns) deltas in `/proc/<pid>/fdinfo/<fd>` over every render-node fd (msm DRM) | Gives GPU % per process too. A process can hold several render fds: add them all. Lepton games see the node as `/dev/kgsl-3d0` (bind mount of `/dev/dri/renderD128`). `drm-total-memory` reads 0 |
|
||||
| GPU clock | `/sys/class/devfreq/3d00000.gpu/{cur,max}_freq` | 231–903 MHz in 12 steps |
|
||||
| Memory / pressure | `/proc/meminfo`; `/proc/pressure/{cpu,memory,io}` (`some avg10`) | 16 GB RAM, 8 GB swap |
|
||||
| Temperatures | `/sys/class/thermal/thermal_zone*/{type,temp}` | 48 zones: `cpu*`/`cpuss*`, `gpuss-*`, `ddr`, `nsph*` (NPU), `pm8550*`/`pm8010*` (power ICs), `modem*`, `camera*`, `video`, `max1720x_bat*` |
|
||||
| Fan | hwmon `slg4ax46073v` `fan1_input` | ~8200 rpm idle |
|
||||
| Power | hwmon `max34417_*` `power{1-4}_{label,input}` (µW) | `vph` = whole system (~3.6 W idle), `gfx` = GPU, `apc0/1/2` = CPU clusters, `nsp1/2` = NPU; each read is an I2C transfer (~0.7 ms wall), so only these are read |
|
||||
| Battery | `power_supply/max1720x_bat_7-36` | `current_now` (µA, negative = draining) × `voltage_now` (µV) = watts; `time_to_empty_now`/`time_to_full_now` (s), `cycle_count`, `health`, `temp` (0.1 °C) |
|
||||
| Game fps | `<base>/launch.log` lines `FrameBridge: pacing: N fps …` (every ~5 s) | Quest games only; SteamVR writes PC VR frame stats only as an end-of-session summary in `vrcompositor.txt` |
|
||||
| Game container | conmon `-n lepton-steamlaunch-<appid>`; its child's `/proc/<pid>/cgroup` → `cpu.stat`, `memory.current` | The container's ~90 Android processes show as uid 1000 on the host and can be signalled (4XVR, 2026-10-07); Android names them after the package's last 15 characters (`lus4xvrplayerov`), the full name is in `cmdline` |
|
||||
|
||||
Cost: a naive sample (fds of ~520 processes scanned) took 43 ms CPU. With kernel threads skipped after their first
|
||||
sighting, command lines checked once per process, render fds cached (rescanned every 60 s, every 4 s for busy young
|
||||
game processes without one), temperatures every 2 s, the CPU-cluster power rails every 5 s and the battery gauge every
|
||||
2-10 s, the stream measured ~10-13 ms CPU per 1 s tick on the device (idle clocks; idle or with 4XVR running) = about
|
||||
1 % of one core, ~0.15 % of the whole CPU. The I2C sensors (power monitors, battery gauge) are the slowest reads.
|
||||
@@ -0,0 +1,98 @@
|
||||
# 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 recipe can be shared from the app (**Share working recipe…**).
|
||||
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 | |
|
||||
| Accounting+ | Quest | ✅ Works | |
|
||||
| AgeOfJoy | 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 | |
|
||||
| BattleSisters | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber | Quest | ✅ Works | |
|
||||
| Beat Saber (co-existence build) | Quest | ✅ Works | |
|
||||
| Blade & Sorcery: Nomad | Quest | ✅ Works | |
|
||||
| BodyCombat | Quest | ✅ Works | |
|
||||
| BONELAB | Quest | ✅ Works | |
|
||||
| Carve Snowboarding | Quest | ✅ Works | |
|
||||
| Cook-Out | Quest | ✅ Works | |
|
||||
| Creed | Quest | ✅ Works | |
|
||||
| Demeter | Quest | ✅ Works | |
|
||||
| Dinosaur Island | Quest | ✅ Works | |
|
||||
| Espire 2 | Quest | ✅ Works | |
|
||||
| Genotype | Quest | ✅ Works | |
|
||||
| GORN2 | Quest | ✅ Works | |
|
||||
| H.U.N.T | Quest | ✅ Works | |
|
||||
| I Am Cat | Quest | ✅ Works | |
|
||||
| I Am Monkey | Quest | ✅ Works | |
|
||||
| In Death: Unchained | Quest | ✅ Works | |
|
||||
| Into The Radius 2 | Quest | ✅ Works | |
|
||||
| Job Simulator | Quest | ✅ Works | |
|
||||
| Jurassic World Aftermath Collection | Quest | ✅ Works | |
|
||||
| Keep Talking and Nobody Explodes | Quest | ✅ Works | |
|
||||
| Lambda1VR | Quest | ✅ Works | |
|
||||
| LEGO® Bricktales | Quest | ✅ Works | |
|
||||
| Lucky's Tale | Quest | ✅ Works | |
|
||||
| Marvel's Deadpool VR | Quest | ✅ Works | |
|
||||
| Marvel's Iron Man VR | Quest | ✅ Works | |
|
||||
| Medieval Dynasty New Settlement | Quest | ✅ Works | |
|
||||
| Metro Awakening | 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 | |
|
||||
| Pistol Whip | Quest | ✅ Works | |
|
||||
| PowerWash Simulator VR | Quest | ✅ Works | |
|
||||
| QuestCraft | Quest | ✅ Works | |
|
||||
| Retronika | Quest | ✅ Works | |
|
||||
| Richie's Plank Experience | Quest | ✅ Works | |
|
||||
| Rick and Morty: Virtual Rick-ality | PC VR | ✅ Works | |
|
||||
| Riven | Quest | ✅ Works | |
|
||||
| Robo Recall | Quest | ✅ Works | |
|
||||
| RUINSMAGUS | Quest | ✅ Works | |
|
||||
| Sniper Elite VR | Quest | ✅ Works | |
|
||||
| Sniper Elite VR: Winter Warrior | Quest | ✅ Works | |
|
||||
| Space Pirate Trainer Quest | Quest | ✅ Works | |
|
||||
| Star Wars Pinball VR | Quest | ✅ Works | |
|
||||
| Stremio | Quest | ✅ Works | |
|
||||
| SUPERHOT VR | PC VR | ✅ Works | |
|
||||
| SUPERHOT VR | Quest | ✅ Works | |
|
||||
| TetrisEffect | Quest | ✅ Works | |
|
||||
| The Boys VR | Quest | ✅ Works | |
|
||||
| The Climb 2 | Quest | ✅ Works | |
|
||||
| The Room VR | Quest | ✅ Works | |
|
||||
| Time Crisis VR (Experimental) | Quest | ✅ Works | |
|
||||
| Toy Master | Quest | ✅ Works | |
|
||||
| Under Cover | Quest | ✅ Works | |
|
||||
| VR HOT Quest | Quest | ✅ Works | |
|
||||
| VR4 | Quest | ✅ Works | |
|
||||
| Wallace & Gromit in The Grand Getaway | Quest | ✅ Works | |
|
||||
| Waltz of the Wizard: Extended Edition | Quest | ✅ Works | |
|
||||
| Wander | Quest | ✅ Works | |
|
||||
| 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. |
|
||||
| Doom3Quest | Quest | ⚠️ Works with issues | PDA shows black screen. |
|
||||
| Myst | Quest | ⚠️ Works with issues | Minor graphical glitches on some objects. |
|
||||
| Phantom: Covert Ops | Quest | ⚠️ Works with issues | DLC/store button crashes (no Meta store). |
|
||||
| Pinball FX VR | Quest | ⚠️ Works with issues | Plays; mixed reality mode not working yet. |
|
||||
| Silhouette | Quest | ⚠️ Works with issues | Hand-tracking game; the Frame synthesizes hands from controllers, so it is janky. |
|
||||
| Time Stall | Quest | ⚠️ Works with issues | Both eyes distort during movement (unresolved). |
|
||||
| Vader Immortal: Episode I | Quest | ⚠️ Works with issues | Starts in VR and plays the intro, then stays on the loading card (Vader's portrait with a progress bar). |
|
||||
| WiiCompiled VR | Quest | ⚠️ Works with issues | To add a game: in FramePort's Files tab, upload your .wcgame file to this game's storage, folder Android/data/org.wiicompiled.quest/files/WiiCompiledOpenXRVR… |
|
||||
| BlazeRush | Quest | ❌ Doesn't run | Starts and reaches the menu room, but the room shows no controllers and ignores all input (it all reaches the game); no fix yet. |
|
||||
| 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. |
|
||||
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
|
||||
@@ -1,5 +1,10 @@
|
||||
# Installing FramePort
|
||||
|
||||
▶ **[Watch the install tutorial](media/frameport-install.mp4)** (about 90 seconds, MP4; also attached to every
|
||||
release as `FramePort-install.mp4`): from the download to the first game on the Frame.
|
||||
|
||||
[](media/frameport-install.mp4)
|
||||
|
||||
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).
|
||||
@@ -9,6 +14,7 @@ runtime, the OVRPort CLI and apksigner into its data folder (Settings → Tools
|
||||
| Windows 10/11 (x64) | `FramePort-windows-x64.zip` | `FramePort.exe` |
|
||||
| macOS (Apple Silicon) | `FramePort-macos-arm64.zip` | `FramePort.app` |
|
||||
| Linux (x64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-x64.tar.gz` | `FramePort/FramePort` |
|
||||
| Linux (ARM64, GTK 3; Ubuntu 22.04 or newer) | `FramePort-linux-arm64.tar.gz` | `FramePort/FramePort` |
|
||||
| Command line only (Python 3.11+) | `frameport-<version>-py3-none-any.whl` | `frameport --help` |
|
||||
|
||||
The command-line version installs from the wheel's release link with `uv tool install <link>` (or pipx / pip).
|
||||
@@ -22,7 +28,7 @@ start shows a warning:
|
||||
`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`.
|
||||
- **Linux:** `tar xzf FramePort-linux-x64.tar.gz && ./FramePort/FramePort` (ARM64: `FramePort-linux-arm64.tar.gz`).
|
||||
|
||||
## Connecting the Steam Frame
|
||||
|
||||
@@ -30,12 +36,12 @@ 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. Press the **Steam button → Power → Switch to Desktop**.
|
||||
2. Open the app menu (bottom-left corner), search for **Konsole** and open it.
|
||||
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 and the Frame returns to its normal view; that's expected. If
|
||||
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
|
||||
@@ -48,11 +54,33 @@ The Frame and the computer must be on the same network.
|
||||
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
|
||||
@@ -62,13 +90,51 @@ says which after about 45 seconds. Details per system: [FRAME_SETUP.md](FRAME_SE
|
||||
- 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.
|
||||
- **microSD card / other drives:** the **Steam Frame** page's **Storage** section lists the Frame's drives and sets
|
||||
where new games go (**Install new games to**). Games go into a `FramePort` folder on the card. To move a game that's
|
||||
installed already, right-click it → **Move to…** (the game must be closed; saves, settings and the Steam entry stay).
|
||||
A game on the card only starts while the card is inserted (FramePort then says "SD Card not inserted"). Cards
|
||||
formatted as FAT, exFAT or NTFS can't hold games: format the card in SteamOS first.
|
||||
- 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**).
|
||||
back/home/recents buttons are hidden by default (patch **Hide Android's navigation bar**). If FramePort guesses
|
||||
wrong (a phone app shows nothing in the headset, or a VR app opens as a flat window), choose **VR** or **Flat
|
||||
window** under **Show as VR or as a flat window** in the game's **Customize** section, then **Update on Frame**.
|
||||
- **Add games → Add a Windows program…** adds a single Windows program; the Frame runs it through Proton (as a
|
||||
window unless it is a VR game). A program sitting in Downloads, the home folder or a drive root is copied on its
|
||||
own first, so the install doesn't upload everything next to it.
|
||||
- In the packaged app you can also **drag files onto the Library**: APKs, Linux apps (AppImage, `.zip`/`.tar.gz`),
|
||||
Windows programs (`.exe`), folders, or a FrameDrop manifest (`.json`).
|
||||
|
||||
### Install links ("Install with FrameDrop" buttons)
|
||||
|
||||
Some developers put an **Install with FrameDrop** button on their site (the one-click protocol of the FrameDrop
|
||||
sideloader, documented at framedropvr.com/docs). FramePort understands the same links:
|
||||
|
||||
- **Clicking a button** opens FramePort (or the window that's already open) on Windows and Linux. FramePort shows
|
||||
the title, the files, their size and whether a checksum is given, and asks before it downloads anything. Then it
|
||||
downloads the build, adds it to your library and starts the usual install on the Frame. If no Frame is connected,
|
||||
the game is added now and installs once the Frame is back.
|
||||
- **Add games → Add from a link…** takes the button's address (right-click → Copy link), a `framedrop://` or
|
||||
`frameport://` link, a manifest (`.json`) or a direct link to an APK, a Linux build or a Windows program. Use it on
|
||||
macOS, where web pages can't hand links to FramePort yet.
|
||||
- **Settings → Install links** has one switch for `framedrop://` links (the buttons) and one for FramePort's own
|
||||
`frameport://` links. Both are on by default. If FrameDrop is installed too and already opens `framedrop://`
|
||||
links, FramePort leaves them to it; **Use FramePort for these links** takes them over (turn the switch off to give
|
||||
them back).
|
||||
- **For developers:** a FrameDrop manifest works as it is
|
||||
(`{"schema": "framedrop.install/v1", "name": "…", "files": [{"url": "https://…", "sha256": "…"}]}`). FramePort
|
||||
also reads an optional `"frameport": {"description": "…", "icon": "https://….png"}` object (FrameDrop ignores
|
||||
it): the install question then shows the icon and description, and they become the game's icon and "About this
|
||||
game" text when no store has them. For your page there's an "Install with FramePort" button:
|
||||
[INSTALL_BUTTON.md](INSTALL_BUTTON.md). Without a manifest (a bare file link) FramePort guesses the title from the
|
||||
file name and replaces it with the app's own name once it's downloaded.
|
||||
- Only `https://` links to public servers are used (plain `http://` only on this PC, for testing); links with a
|
||||
user name or password, or pointing into your local network, are refused. Only install from sites you trust.
|
||||
|
||||

|
||||
|
||||
@@ -79,10 +145,10 @@ reality), showing only what matters for that game. Changes are kept with the gam
|
||||
|
||||
## 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.
|
||||
- **Type on Frame** (its own tab in the sidebar; also on the Steam Frame page): while the tab 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). Opening another tab disconnects the keyboard.
|
||||
- **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.
|
||||
@@ -90,8 +156,27 @@ reality), showing only what matters for that game. Changes are kept with the gam
|
||||
**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.
|
||||
|
||||
## Watching the Frame (Monitor)
|
||||
|
||||
- **Monitor** (its own tab in the sidebar) shows live what the Frame is doing while the tab is open: the running game
|
||||
with its frame rate (Quest games), CPU, graphics chip, memory, the hottest temperature with the fan speed, power
|
||||
draw and battery time left, each with a 2-minute chart. **Show details** adds every CPU core, all temperature
|
||||
sensors, where the power goes and the network.
|
||||
- **Processes**: **Game** (default) lists the running game's processes, **Steam & SteamVR** and **All** show more.
|
||||
Right-click a process (or use **⋯**) to end it, force-kill it or end its whole game; **End game** on the game card
|
||||
closes the game the way Steam's Exit game does. A lock marks programs whose end would close Steam, SteamVR or the
|
||||
desktop: FramePort asks again before ending those.
|
||||
- The numbers come every second (or every 2/5 s) and cost the Frame about 1 % of one CPU core; nothing keeps
|
||||
running on the Frame after you leave the tab.
|
||||
|
||||
## 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
|
||||
@@ -101,13 +186,17 @@ Settings → **Updates**: turn the check off, or turn on **Install updates autom
|
||||
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
|
||||
**Add games → Add a PC 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.
|
||||
|
||||
@@ -118,12 +207,40 @@ an installed Revive, or downloads a portable copy.
|
||||
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 a PC 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
|
||||
|
||||
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…** 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** run through **FEX**, Valve's x86 translator, with the x86 system libraries SteamOS ships for it
|
||||
(the way Steam on the Frame runs x86 Linux games). The first install of one installs FEX on the Frame (Steam
|
||||
restarts once and downloads it, a few MB). They run slower than arm64 builds: when an app offers both, FramePort picks the arm64 one. The game
|
||||
page shows which CPU a build is for.
|
||||
- The app must bring the libraries SteamOS doesn't have (checked for arm64 builds; x86_64 builds use FEX's x86
|
||||
system, which has glibc and Mesa, and aren't checked ahead). If some are missing, the install reports them and the game
|
||||
page lists them: look for a build that includes them.
|
||||
- **Desktop Mode:** Linux apps also appear in Desktop Mode's application menu and as an icon on its desktop. Some
|
||||
apps work better there, with a mouse and keyboard, than in Gaming Mode (where Steam Input turns the controllers into
|
||||
a gamepad). Switch it off per app on the game page (**Desktop Mode**).
|
||||
- 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. Tick several entries (or the box above the list for all) to download or delete them
|
||||
together. In the downloaded app you can also drag files and folders from Explorer / Finder / your file manager onto
|
||||
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.
|
||||
|
||||
@@ -138,7 +255,7 @@ Command line: `frameport frame send <files> --dest videos` (`frameport frame sto
|
||||
|
||||
## 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
|
||||
- **Share working recipe…** (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,
|
||||
@@ -153,11 +270,14 @@ 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 a Linux app, arm64 or x86_64 (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 |
|
||||
| `frame drives` / `frame move <game> --to <drive>` / `install --dest <drive>` | the Frame's drives (microSD), move a game, install to a drive |
|
||||
| `tools status` / `tools install` | the tools FramePort downloads |
|
||||
| `open-link "<link>"` | install from an "Install with FrameDrop" button's address or a manifest/APK/zip link (`--yes`, `--no-install`) |
|
||||
| `diag report <game>` / `share-recipe <game>` | report a problem / share a working recipe |
|
||||
| `update` | update FramePort |
|
||||
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
# "Install with FramePort" button
|
||||
|
||||
A button for web pages and READMEs that opens a game straight in FramePort. Clicking it hands FramePort an install
|
||||
link; FramePort shows what it would download and asks before it does anything (see
|
||||
[Install links](INSTALL.md#install-links-install-with-framedrop-buttons)).
|
||||
|
||||
<p>
|
||||
<img src="badges/install-with-frameport-animated.svg" alt="Install with FramePort" width="216" height="60">
|
||||
</p>
|
||||
|
||||
## Files
|
||||
|
||||
All files are in [`docs/badges/`](badges/). Each SVG is self-contained (no external fonts or images), 216 × 60.
|
||||
|
||||
| File | Use it for |
|
||||
|---|---|
|
||||
| [`install-with-frameport.svg`](badges/install-with-frameport.svg) | Everywhere. No motion. |
|
||||
| [`install-with-frameport-animated.svg`](badges/install-with-frameport-animated.svg) | GitHub READMEs and other pages that only allow images. The glow plays by itself every 6 seconds: blue swells from the left, the portal between "Frame" and "Port" flares, then orange swells on the right. |
|
||||
| [`install-with-frameport-hover.svg`](badges/install-with-frameport-hover.svg) | Websites where you can paste HTML. The glow brightens and the middle portal lights up while the pointer is on the button. It only reacts to the mouse when the SVG code is placed in the page itself (see below). |
|
||||
| [`install-with-frameport@2x.png`](badges/install-with-frameport@2x.png) | Places without SVG support (some forums, email). 432 × 120; show it at 216 × 60. |
|
||||
|
||||
Both animated versions stop moving for visitors who turn on reduced motion in their system settings.
|
||||
|
||||
## The link
|
||||
|
||||
The button links to an install link, which names either a manifest or one file:
|
||||
|
||||
```
|
||||
frameport://install?manifest=<URL-encoded https address of a manifest .json>
|
||||
frameport://install?url=<URL-encoded https address of an .apk, a Linux build (.zip, .tar.*, .AppImage) or a Windows .exe>
|
||||
```
|
||||
|
||||
The manifest is the FrameDrop format, which FramePort reads as it is:
|
||||
|
||||
```json
|
||||
{
|
||||
"schema": "framedrop.install/v1",
|
||||
"name": "My Game",
|
||||
"files": [{ "url": "https://example.com/my-game.apk", "sha256": "<64 hex digits>" }],
|
||||
"frameport": { "description": "One sentence about the game.", "icon": "https://example.com/icon.png" }
|
||||
}
|
||||
```
|
||||
|
||||
`name` becomes the game's title in Steam. `sha256` is optional but recommended: FramePort checks the download
|
||||
against it. The `frameport` object is optional and ignored by FrameDrop; its icon and description are shown in the
|
||||
install question. Only public `https://` addresses are accepted.
|
||||
|
||||
To build a link from Python: `frameport.deeplink.make_link(manifest_url="https://…/my-game.json")`.
|
||||
|
||||
## On a website
|
||||
|
||||
Image version (any page):
|
||||
|
||||
```html
|
||||
<a href="frameport://install?manifest=https%3A%2F%2Fexample.com%2Fmy-game.json">
|
||||
<img src="install-with-frameport.svg" alt="Install with FramePort" width="216" height="60">
|
||||
</a>
|
||||
```
|
||||
|
||||
Hover version: paste the contents of `install-with-frameport-hover.svg` inside the link instead of the `<img>`, and
|
||||
give the link an accessible name:
|
||||
|
||||
```html
|
||||
<a href="frameport://install?manifest=https%3A%2F%2Fexample.com%2Fmy-game.json" aria-label="Install with FramePort">
|
||||
<svg …>…</svg> <!-- the whole file -->
|
||||
</a>
|
||||
```
|
||||
|
||||
Host the files yourself, or load them from jsDelivr, which serves them with the right content type:
|
||||
`https://cdn.jsdelivr.net/gh/spoopyghosty0/frameport@main/docs/badges/install-with-frameport.svg` (replace `main`
|
||||
with a release tag such as `v0.12.0` to pin a version; jsDelivr caches `@main` for up to 12 hours).
|
||||
|
||||
## In a GitHub README
|
||||
|
||||
GitHub removes links that don't start with `https://` or `http://` from READMEs, so a `frameport://` link there is
|
||||
not clickable. Link the button to an `https://` page instead, for example your release page with instructions, or
|
||||
FrameDrop's install page, which opens `framedrop://` links (FramePort opens those too while Settings → Install links
|
||||
→ `framedrop://` is on):
|
||||
|
||||
```markdown
|
||||
[](https://framedropvr.com/install?manifest=https%3A%2F%2Fexample.com%2Fmy-game.json)
|
||||
```
|
||||
|
||||
Use the animated or still SVG; the hover version doesn't react inside a README, because GitHub shows SVGs as
|
||||
images.
|
||||
|
||||
## If a visitor doesn't have FramePort
|
||||
|
||||
A `frameport://` link does nothing visible (or shows the browser's "no app for this link" message) when FramePort
|
||||
isn't installed. Put a line next to the button such as "Needs [FramePort](https://github.com/spoopyghosty0/frameport)
|
||||
on Windows or Linux." On macOS, web pages can't hand links to FramePort yet: users paste the link into Add games →
|
||||
Add from a link….
|
||||
|
||||
## Usage rules
|
||||
|
||||
- Keep the alt text "Install with FramePort".
|
||||
- Don't recolor, stretch, crop or redraw the button, and don't show it smaller than 40 px tall.
|
||||
- Leave some space around it (at least 8 px) so it doesn't touch other buttons.
|
||||
- It works on light and dark pages as it is; there is no light version.
|
||||
@@ -13,8 +13,28 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
## Startup failures (visible in launch.log)
|
||||
| Symptom | Cause | Fix |
|
||||
|---|---|---|
|
||||
| A launch test suggests a fix (e.g. triage `sdl-no-clipboard` → `frame.sdl_clipboard`) but the game page doesn't show it / lists it as not applicable; or a game added long ago lacks warnings newer ones get (Android version, web wrapper, missing OBB) (GitHub #104, Dramatic Shape) | the library entry was analysed by an older FramePort: the analysis field the patch reads (`sdl_java`, `min_sdk`, `web_wrapper`, `expects_obb`, …) is missing, so `applies()` is false | entries whose `analysis.extra.analysis_version` is below `detect.ANALYSIS_VERSION` are analysed again at the GUI's start (background) and before a build (`pipeline.refresh_analyses`); by hand: game menu → "Analyze again", then Update on Frame. An unreadable APK is marked `analysis_failed` (retried after the next version bump). Adding an analysis field: bump `ANALYSIS_VERSION` |
|
||||
| One eye (usually the right) shimmers or jitters in the 3D view while menus and panels look steady; pacing is clean (GitHub #69, e.g. RTCWQuest, Moss) | Valve's eye-tracked foveation layer (`VALVE_fdm_injection`) moves its low-density regions with each eye's gaze, and the right eye's gaze filter restarts often (`CEyePoseUKF R: Large dt … Bootstrapped` in `~/.local/share/Steam/logs/eyetracking.txt`) | Customize → "Eye-tracked foveation (Valve)" (`device.foveation`): **Fixed** (`FDM_DEBUG=disable_offsets`, keeps the GPU saving) or **Off** (`VK_INSTANCE_LAYERS=""`); catalog field `foveation:` |
|
||||
| A Unity OpenXR game closes right after the OpenXR instance is created: `F VrApiLoader: vrapi_SetPropertyInt was called before vrapi_Initialize()!`, SIGABRT on UnityMain (GitHub #62, Jurassic World Aftermath) | the APK still ships Meta's VrApi loader; OVRPlugin (1.89, on OpenXR) calls it without starting VrApi and Meta's loader aborts. The VrApi bridge can't replace it (39 of the loader's 114 functions: OVRPlugin wouldn't link) | `frame.vrapi_stub` (same exports, each returns 0); triage `vrapi-before-init` |
|
||||
| A VrApi game exits at once: `UnsatisfiedLinkError … dlopen failed: cannot locate symbol "vrapi_PollEvent"` (GitHub #57, BlazeRush) | the engine imports a VrApi function the VrApi bridge didn't implement | the bridge has `vrapi_PollEvent`, `RecenterPose`, `SetDisplayRefreshRate`, `GetSystemPropertyFloatArray` (rebuild the game); the static check "VrApi functions resolvable" names any other missing one; triage `vrapi-symbol-missing` |
|
||||
| A Team Beef port (Lambda1VR, RTCWQuest, …) exits at once: `UnsatisfiedLinkError: dlopen failed: library "libopenxr_loader_valve.so" not found` (GitHub #59) | TBXR loads `openxr_loader_<Build.MANUFACTURER>` (Lepton: valve) and takes the Meta path only when `strstr(OPENXR_HMD, "meta")` matches, else Pico's | `frame.tbxr_vendor` (empty `libopenxr_loader_valve.so` + the "meta" literal → "alve"). Game data (`xash/`, …) goes to /sdcard: upload it with the Files tab to the game's storage. Black eyes with `TBXR: Incomplete frame buffer object: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE`: TBXR always uses multisampled render-to-texture (even `--msaa 1`); `frame.tbxr_vendor` links the GL shim, which hands it single-sampled versions (log `GL shim: multisampled render-to-texture … drawn single-sampled`) |
|
||||
| Logos and a loading animation, then black (no crash, frames keep coming) in a game whose OBB folder has extra `*.pak` files (GitHub #61, Star Wars: Tales from the Galaxy's Edge: seasons + Wwise banks) | the game asks Meta's platform for these asset files (`ovr_AssetFile_GetList` / `DownloadById`); OVRPort's loader doesn't know them, so the content never "arrives" | `frame.asset_files` (native/langpack lists the data's `*.pak` as installed `default` assets, IAP `free`, and answers DownloadById at once with the path; off: env FRAMEPORT_ASSET_FILES=0) |
|
||||
| `cannot locate symbol "ovrPeerConnectionState_ToString"` (or another `ovr<Enum>_ToString`) at start (BlazeRush, GitHub #57) | OVRPort's platform loader lacks several Platform SDK enum helpers | `frame.ovrstubs` now stubs them too; `*_ToString` stubs return "" (not NULL) |
|
||||
| Exits right after the OpenXR instance is created: `Failed to create XR session: -50` (`XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING`, Lambda1VR) | the game skips `xrGet*GraphicsRequirementsKHR`; Meta's runtime tolerates it, SteamVR's doesn't. Lambda1VR's TBXR doesn't even enable `XR_KHR_opengl_es_enable` (only `XR_EXT_local_floor`) | FrameBridge adds `XR_KHR_opengl_es_enable` when an app enables no graphics API extension, asks for the requirements on the game's behalf and retries xrCreateSession once (logs `added XR_KHR_opengl_es_enable …`, `the app skipped …; asked for it`; every launch logs the final extension list `xrCreateInstance with N extension(s)`); triage `graphics-requirements-missing`. Verified headless: Lambda1VR runs at 72 fps |
|
||||
| Exits at start: `OVRAvatar-Loader: DisplayErrorAndExit: Failed to launch SystemActivities` after `ovrAvatar_Initialize: Failed to load AvatarSDK driver` (BlazeRush, GitHub #57) | Meta's avatar loader needs Horizon; it then tries Meta's error screen and aborts | `frame.avatar_stub` (same exports, do nothing); triage `avatar-driver-missing`. Games that ship the library but don't start avatars at launch (Lucky's Tale, BattleSisters, Arcsmith) don't need it |
|
||||
| Frame freezes or the game is killed (OOM) on the first controller vibration (e.g. Lucky's Tale's save slots, BattleSisters, Sniper Elite VR's tutorial grab: memory grows ~1 GB/s until the kill) | OVRPort runtimes up to 3.4.3-23204ea read the haptic envelope's duration (ns) as seconds and allocate gigabytes of samples (GitHub #9, ovrport/app#73); also reached from Unity's legacy `ovrp_SetControllerHaptics`; perf page faults all in `libopenxr_loader.so` `xrApplyHapticFeedback` | `adapter.haptic_fix` (envelope → one plain vibration in `native/xrshim`; PCM vibrations (`XrHapticPcmVibrationFB`) are converted the same way). Fixed in runtime 3.4.3-aa54c3f: builds made with it leave the workaround out by themselves (log "not needed: adapter.haptic_fix", `frameport show` "last build left out"); rebuild an older build to switch |
|
||||
| Controller vibrations much stronger than on a Quest (The Boys VR, Jurassic World, BONELAB, …) | OVRPlugin games send amplitude envelopes; `haptic_fix` turned each into one vibration at the envelope's *peak* for its whole duration (a short fading pulse became a long full-strength buzz) | `haptic_fix` now uses the envelope's RMS; Game settings → "Vibration strength" (`haptic_scale`, 0-1) scales every vibration in FrameBridge; launch.log shows the first requests (`haptic: …`). OVRPlugin stops a vibration with amplitude 0 (2 s duration): FrameBridge turns that into xrStopHapticFeedback (without it the last buzz ran its full 2 s) |
|
||||
| Play or a launch test fails at once: `Game files missing at <path> (storage not mounted?)` in launch.log, or "… files are on a drive that isn't inserted" (GitHub #90) | the game was installed or moved to a microSD card (`<mount>/FramePort/<pkg>`) that isn't inserted or mounted now | insert the card; or move the game back (game menu → Move to…, `frameport frame move <pkg> --to internal`) once the card is back. `frameport frame drives` shows what the agent sees (exFAT/NTFS cards are refused: format in SteamOS) |
|
||||
| A Linux app started from Desktop Mode's menu closes after ~2 s, or opens on the wrong display (GitHub #84) | its launcher predates agent v63: the "Steam parent gone" watchdog ended it when Plasma's launcher exited, and it took gamescope's DISPLAY from Steam | connect FramePort once (agent v63's `upgrade_launchers` adds the `FRAMEPORT_DESKTOP` checks; the menu entry runs `env FRAMEPORT_DESKTOP=1 <anchor>/launch.sh`). Game Mode controller problems in such apps are Steam Input's (a separate issue) |
|
||||
| A Linux app (AppImage) shows no/FramePort's placeholder icon in Desktop Mode or Steam (GitHub #99) | before agent v64 only FramePort's art set's icon was used, and a lone AppImage has no store art | connect FramePort once (agent v64 copies the app's `.DirIcon` / `.desktop` `Icon=` to `<anchor>/artwork/app-icon.*` and refreshes the menu entry); reinstall to also get it into the library + Steam shortcut. Still the placeholder: check `<base>/app/squashfs-root/.DirIcon` and the `.desktop` file's `Icon=` (an icon outside the app folder or only an XPM isn't used); a chosen icon (`artwork/.icon-source` = `custom`) always wins |
|
||||
| Every game suddenly fails to start: `crun: create keyring …: Disk quota exceeded`, `is not a running context` | rootless podman leaked a kernel keyring per launch; 200-key quota exhausted | `keyring = false` in `~/.config/containers/containers.conf` (FramePort agent does it), then reboot the Frame once |
|
||||
| A Unity app's text field shows a caret for a moment and loses focus; no keyboard appears (e.g. Stremio VR login) | Unity's TMP_InputField/InputField wait for Android's on-screen keyboard and close themselves without one (Lepton has none); headless VR apps also have no focused Android window, so no key press reaches them | `frame.unity_text_input` (Cpp2IL finds `TouchScreenKeyboardShouldBeUsed`/`isKeyboardUsingEvents`, rewritten to false/true) + `device.text_input_window` (lepton-show-flatscreen: Steam's keyboard and Type on Frame work) |
|
||||
| Play gives Steam's "Game configuration unavailable"; Steam's console_log: `GameAction [AppID <id>] … RequestingLicense → UpdatingAppInfo → LaunchApp failed with AppError_9` | this Frame's Steam never loaded FramePort's shortcuts.vdf entry (it treats the id as a store app); cause unknown (GitHub #21/#30) | automatic since agent v43: Play registers the game through Steam's devkit interface ("Devkit Game: …", `devkit_register`) and starts that; uninstall removes it. Agent v58: a devkit entry Steam forgot after a restart is added again live on Play (no NOT_IN_LIBRARY → no Steam restart), and installs/art updates of devkit games only copy art (no Steam restart, GitHub #41) |
|
||||
| Steam's Exit game leaves the game running (container `lepton-steamlaunch-<appid>` still up) | Steam stopped only its `reaper`; launch.sh and Lepton (setsid) never got a signal (GitHub #36) | agent v44: launch.sh's 2 s loop ends the game when its parent is gone (`upgrade_launchers` adds it to existing launchers); by hand: `podman kill lepton-steamlaunch-<appid>` |
|
||||
| Black screen at start while audio/ExoPlayer runs; log `xrEndFrame: dropped N unusable layer(s)`, a quad layer with swapchain 0x0 (e.g. I Am Monkey's intro video) | The game plays video into an Android-surface swapchain (XR_KHR_android_surface_swapchain); the Frame's runtime lists the extension but returns FUNCTION_UNSUPPORTED | adapter `surface_emul` (default on): FrameBridge gives the player a SurfaceTexture-backed Surface and copies each frame into an ordinary swapchain (log `surface_emul: …`) |
|
||||
| The game quits right after start: `Something failed to initialize. Quitting!` / `We don't have write permission to …/files/cloud/data` (e.g. SUPERHOT) | The game created a save folder with mode 1700; inside Lepton the app writes through the folder's group | launch.sh `fix_perms` adds owner + group write to every folder in the game's storage (agent 41); reinstall to get the new launcher |
|
||||
| The whole Frame slows to a halt, then the game is killed (`Out of memory: Killed process … anon-rss:10+ GB`), e.g. Lucky's Tale | The game's own memory grows ~1 GB/s on Unity's `Loading.PreloadManager` thread (perf page-fault profile); not the flat window, not the text-input patches | none yet: mark unsupported; profile with `perf record -p <pid> -e page-faults --call-graph fp` (works as steamos, `perf_event_paranoid` 2) |
|
||||
| A Linux app exits at once: `cannot execute binary file: Exec format error` in launch.log | an x86_64 program started directly (installed before FramePort ran x86 builds through FEX, or by hand) | reinstall it: x86_64 Linux apps install FEX on the Frame and start through it (agent v61, `kind: linux_x86`; FEX also needs `STEAM_COMPAT_DATA_PATH`: "No compat data path?" in launch.log = an agent v60 launcher, reinstall); triage `linux-x86-no-fex`. Prefer an arm64 build when the app offers one |
|
||||
| `APP_ACTIVITY is empty`, nothing starts | Manifest has category INFO only; Lepton needs LAUNCHER | `frame.launcher` (automatic) |
|
||||
| PC VR game on the Frame shows as a flat window / Revive: `Unable to load LibOVRRT DLL` / `LoaderInstance::CreateInstance chained CreateInstance call failed` | Frame SteamVR runtime rejects OpenXR apiVersion 1.1 (`XR_ERROR_API_VERSION_UNSUPPORTED`), which Proton 11's VR helper requests | `pcvr.xr_timefix` (Frame OpenXR layer, default on): retries xrCreateInstance as 1.0 |
|
||||
| Unreal PC VR game on the Frame runs as a flat window although OpenXR works (no `LogHMD` OVRPlugin lines; Unreal logs nothing when it skips the Oculus plugin) / launch.log: `FramePort oculushmd: could not create the OculusHMDConnected event` | UE's OculusHMD (and LibOVR's `ovr_Detect`) only start when the Windows event `OculusHMDConnected` exists and is signalled; on a PC the Oculus service creates it. Revive hooks `OpenEventW` for it, but that relies on Detours patching Wine's (ARM64EC) kernelbase | `pcvr.oculus_unreal` (default for Unreal Rift games; PC VR counterpart of overport's `patch_oculus_unreal`): launch.sh runs the injector through `fp_oculushmd.exe`, which provides the real event until the game exits |
|
||||
@@ -27,12 +47,19 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| Uploads to the Frame are slow (~15 MB/s) | PC and Frame both on Wi-Fi through the home router | Connect the PC to the Frame's own hotspot (or a USB cable): FramePort uses the direct link automatically (~80-100 MB/s); job log line "Transfer link" |
|
||||
| PC VR game exits right away: `Unhandled Exception: 0xc06d007e` (after `FOnlineSubsystemOculus::InitWithWindowsPlatform`) | Delay-loaded `LibOVRPlatform64_1.dll` (Oculus Platform SDK, installed with the Oculus app) is missing | None on the Frame (entitlement check; FramePort doesn't replace it). PC mode with the Oculus app |
|
||||
| Unreal PC VR game opens the crash reporter instead of closing | UE starts CrashReportClient.exe on a crash | `pcvr.no_crash_reporter` (default for Unreal Rift games): `-nocrashreports` + CrashReportClient.exe renamed `.disabled` in the Frame copy |
|
||||
| A backup's game was added without its data (library `data_dir` null, `data_bytes` 0) although the folder has .obb files | The OBBs sit in a layout the scan didn't know: `<game>/obb/<package>/`, `Android/obb/<package>/`, or SideQuest-style `<game>/apk/x.apk` + `<game>/obb/<package>/` | `sources/quest_dump.find_data_dir` finds a `<package>` folder with .obb files ≤3 levels below the APK's folder or ≤2 below its parent (skipping neighbouring folders with APKs: other games); an `apk`/`apks` folder counts as part of its game folder. Add the folder again (Analyze again doesn't look for data) |
|
||||
| Game hangs at start / never loads although its .obb files are right there: next to the APK, in an `obb` folder beside an `apk` folder inside a `<package>` folder, or a SideQuest backup (`<timestamp>_<versionCode>.apk`) (GitHub #85, #91) | No folder named after the package, so the folder-layout checks found nothing and no OBB was uploaded | `quest_dump.find_data` then looks for the files by name, `(main\|patch).<versionCode>.<package>.obb` (any case), in the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games); prefers the folder and files of the APK's own versionCode, else the newest older, else any version. When that folder also holds other things (the APK itself, other games' OBBs), the library entry gets `data_files` and only those files are uploaded, counted and deleted with the game. Add the folder again |
|
||||
| Unreal game: `JNI_OnLoad` (OVRPlugin), then silence: no OpenXR instance, no crash, no frames (GitHub #85 TRIANGLE STRATEGY; launch-test finding `missing-obb`) | Installed without its OBB: the manifest says `com.epicgames.ue4.GameActivity.bHasOBBFiles` = true (UE5: `com.epicgames.unreal.…`) but the library has no data folder (`data_dir` null, `data_bytes` 0) | Put the .obb files in a `<package>` (or `obb/`) folder next to the APK, add the folder again, reinstall. Analysis `extra.expects_obb`; the game page, the install question and `frameport scan`/`install` warn; launch tests that sent no frames get the `missing-obb` finding from the library (the game logs nothing). Unity split-binary builds count too (`extra.unity_split`, `analysis/unity_split.py`): an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without `assets/bin/Data/UnitySubsystems/` in the APK, or BuildSettings listing more scenes than the APK has `levelN` files (globalgamemanagers loose or read from the head of data.unity3d); exact on the 48 Unity APKs of the dumps (13 split, 17 full games; OBBs of full builds are asset bundles or sound banks) |
|
||||
| `INSTALL_FAILED_NO_MATCHING_ABIS` | 32-bit-only APK; Frame has no AArch32 | None. PC/Rift version via Revive |
|
||||
| Crash at start: `NoClassDefFoundError: … Landroid/window/OnBackInvokedCallback;` or `NoSuchMethodError: No static method storeStoreFence()V in class Ljava/lang/invoke/VarHandle;` (GitHub #71/#72, triage `android-too-new`) | The APK needs Android 13+ (minSdk 33 or more; those were 34) and calls its classes at start; Lepton's Android is 11 (API 30). OVRPort lowers minSdk to 29, so it installs anyway. minSdk ≤ 32 (Quest's Android 12L) is fine: 16 working catalog games declare 32 | None (analysis `extra.min_sdk` > 32 → a warning on the game page/CLI and in the recipe notes; never unsupported from the manifest alone, the launch test's triage decides). Waits for Valve to update Lepton's Android |
|
||||
| Nothing opens; `TWALauncherActivity: Using URL from Manifest (https://…)`, `Creating TwaLauncher for com.oculus.browser`, `NameNotFoundException: com.oculus.browser` (GitHub #86 Mahjong Table VR, triage `web-wrapper`) | The APK is a Trusted Web Activity (Bubblewrap / Meta's PWA packaging): a website that opens in Meta's browser, which Lepton doesn't have | None: open the URL in a browser. Analysis `extra.web_wrapper` (manifest meta-data `android.support.customtabs.trusted.DEFAULT_URL`, resolved through resources.arsc, or androidbrowserhelper's LauncherActivity) → a warning with the URL (not unsupported: the manifest alone never decides) |
|
||||
| `UnsatisfiedLinkError` / `cannot locate symbol "ovr_…"` | overport's platform loader lacks Meta platform functions | `frame.ovrstubs` (automatic, generated stubs) |
|
||||
| missing `ovrMessageType_ToString` | same, but the game needs a real string | `frame.ovrplatformcompat` (automatic) |
|
||||
| The game stays in its built-in language or waits at start although its OBB / files hold language packs (`<tag>.lang`, e.g. `de.lang`) | overport's platform loader answers `ovr_LanguagePack_GetCurrent/SetCurrent` with request id 0, so the game never gets the pack's path | `frame.langpacks` (opt-in, experimental, shown for games whose data has `*.lang`; `native/langpack`, build it with `python native/build.py --only langpack`). Default pack: the one the game applies, else env `FRAMEPORT_LANGPACK=<tag>`, else the only pack; search path override `FRAMEPORT_LANGPACK_DIRS`. Unreal games (Deadpool VR) grey out a pack whose asset `Metadata` differs from the game's version string: the patch writes the APK's versionName as Metadata (env `FRAMEPORT_LANGPACK_META` overrides) and reports the pack under the `/storage/emulated/0/Android/obb/<pkg>/` spelling of its path; with `/sdcard/…` the text switched but the dialogue stayed silent (verified in the headset with Deadpool VR) |
|
||||
| `ClassNotFoundException com.oculus.os.AnalyticsEvent` → abort | Quest telemetry lookup in Meta XR Audio (Unreal build) or native code | `frame.metaxr_telemetry` + `frame.oculusos` (automatic) |
|
||||
| `JNI DETECTED ERROR`, `GetStringUTFChars … NULL` | CheckJNI is on because overport marks the app debuggable | `frame.nodebug` |
|
||||
| Unreal game quits a few seconds after start (`System.exit`) | ForceQuit after a failed Quest platform check | alternate build with `patch_remove_unreal_force_quit` (`use_alt`) |
|
||||
| Unreal game crashes a few seconds after the logo with no backtrace (Unreal's own signal handler hides it: logcat-crash.log empty, Zygote `exited due to signal 11`); the crashing thread is `GameThread`, pc in `libaaudio.so`, lr `libovrplatformloader.so (ovr_Microphone_GetOutputBufferMaxSize+0x10)`; the last platform call is `ovr_Microphone_Create` (e.g. The Walking Dead: Saints & Sinners Ch. 2) | OVRPort's platform loader opens the microphone's AAudio stream only in `ovr_Microphone_Start`, but `GetOutputBufferMaxSize` reads that stream unchecked; Unreal's Oculus voice asks for the size right after `Create` | `frame.ovr_microphone` (NULL check rewritten in place; size 0 until the microphone starts). OVRPort runtime 3.4.3-aa54c3f has the check itself: builds made with it leave the patch out (log "not needed: frame.ovr_microphone", `patches/upstream.py`) |
|
||||
| `xrCreateSwapchain` -26 / format unsupported (GLES) | Frame takes only sRGB formats, no MSAA | adapter `swapchain_fix` (default on) |
|
||||
| Frames rejected, "Waiting…" forever | a layer uses a failed swapchain or an extension that isn't enabled (e.g. equirect2) | adapter `layer_fix` (default on) |
|
||||
| `xrConvert…TimeKHR` FUNCTION_UNSUPPORTED spam; VrApi bridge stalls before recenter | runtime lacks timespec conversion | current adapter emulates it |
|
||||
@@ -49,7 +76,25 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| PC VR game judders/stutters although the GPU keeps up; vrcompositor.txt "Timed out. N total" high or frames dropped | the game misses the headset's refresh (e.g. 96 Hz = 10.4 ms; Stormland's slow frames take 10.7 ms) | `pcvr.steamvr_tuning` (default on): next Play sets SteamVR per-app `preferredRefreshRate` + `motionSmoothingOverride` via `fp_vrsettings.exe` |
|
||||
| Quest app keeps recentering / snapping the view when you turn your head; log shows session state 5→4→3→4→5 within a second | the Frame briefly takes focus; the app recenters on focus changes | unfixed: hiding the dips (debounce) made AC Nexus stay black, so it was removed |
|
||||
| Video player / app finds no local videos; MediaProvider "Requested path /home/steamos/... doesn't appear under ..." | Lepton's /sdcard is a symlink to a host path, so Android's media index rejects every file | upload in the Files tab (Videos = /sdcard/Movies) and browse folders in the app |
|
||||
| Batman: Arkham Shadow closes during smoke-bomb effects; later input-tree corruption | Meta XR Audio Wwise deletes queued metadata still referenced by the current audio frame, then writes through the stale pointer | FrameBridge automatically retires metadata after current-frame references disappear, for the verified AArch64 SDK build only; see [AUDIO_METADATA.md](AUDIO_METADATA.md) |
|
||||
| Game stays on a loading or "Waiting" box although it reached FOCUSED; log `FrameBridge: xrEndFrame failed -25` then no more `pacing:` lines (e.g. PowerWash Simulator on some Frames, GitHub #39) | The eye image rect ends a few pixels past its swapchain (Unity rounds the swapchain width, the runtime's recommended size differs per Frame); SteamVR rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID | FrameBridge clamps every projection/quad image rect to its swapchain (`rect_clamp`, default on since 0.11.0; log `rect_clamp: view N image rect clamped`): rebuild + reinstall the game |
|
||||
| Game (Unity, GLES) freezes, `zink: DEVICE LOST` | multisampled render-to-texture hangs the GPU | `frame.unity_no_msaa`; if it persists: unfixable → PC version |
|
||||
| Unreal GLES game crashes ~3 s after start: `Fatal signal 11 … fault addr 0x10000 in tid … (RHIThread)`, `#01 … libgallium_dri.so` (GitHub #83 Star Wars Pinball VR, triage `unreal-msrtt-crash`) | Unreal's mobile MSAA renders through multisampled render-to-texture; Zink's `find_rp_state` then indexes `rendering_state_cache[6]` one past its end (sample count ≥ 32) and calls a junk hash function (0x10000). Mesa bug (no bounds check) | `frame.unreal_gl_shim` (GL shim with `gl_hide_msrtt`, multiview kept for Unreal: Unreal 4.25 only enables multiview with GL_OVR_multiview, GL_OVR_multiview2 **and** GL_OVR_multiview_multisampled_render_to_texture, so the shim keeps the last one visible for Unreal and maps glFramebufferTextureMultisampleMultiviewOVR to the single-sampled glFramebufferTextureMultiviewOVR; log `multiview multisampled render-to-texture (N samples) drawn single-sampled`) |
|
||||
| Crash with `SIGILL (ILL_ILLOPN)` and `*pc=0xd50323bf` (autiasp), e.g. on Unreal's HttpManager thread (GitHub #83 Star Wars Pinball VR, triage `pac-unpaired`) | The engine's OpenSSL ARMv8 assembly has autiasp without a matching paciasp (libUE4.so: 38 paciasp, 40 autiasp; Poly1305 NEON). Quest CPUs treat PAC hints as NOPs, the Frame's CPU checks them | `frame.pac_hints`: in a library with unpaired counts every paciasp/autiasp becomes a NOP (in place) |
|
||||
| Unreal game (OVRPlugin) never starts VR: launch.log has `OVRPlugin: JNI_OnLoad` but never `CompositorOpenXR::PreInitialize`, no OpenXR session, then a crash a few seconds in (e.g. Star Wars Pinball VR, UE 4.25: null pointer in `FSceneRenderer::GetMultiViewSceneColor`, GitHub #83) | Unreal's Oculus module looks up every `ovrp_*` function of the OVRPlugin it was built against (`InitializeOculusPluginWrapper`, all ANDed); OVRPort's OpenXR OVRPlugin lacks a few old ones (UE 4.25 / OVRPlugin 1.44: `ovrp_GetPTWNear`), so the wrapper fails and OculusHMD is never pre-initialised | `frame.unreal_ovrp_entrypoints` (suggested when analysis `unreal_ovrp_lookups` name functions the shipped OVRPlugin lacks): generated `libfp_ovrpstubs.so` (DT_NEEDED of libOVRPlugin.so; dlsym on the plugin's handle searches its dependencies) with a stand-in per missing name returning ovrpFailure (-1000); build note lists the names |
|
||||
| Only the Android home screen shows; the log has Unity's VR device as `None` (e.g. Accounting+, Unity 2017) | Unity 2017–2018 built-in Oculus support starts VR only when `com.oculus.systemactivities` is installed; Lepton has no Meta system apps, so Unity falls back to non-VR | `frame.unity_oculus_check`: that package name in libunity.so → `android`, plus `native/ovrpshim` (libfp_ovrp.so): Unity 2017's legacy frame loop (`ovrp_Update2`/`ovrp_BeginFrame`) never calls `ovrp_WaitToBeginFrame`, so without the shim no `xrWaitFrame` happens, `CompositorOpenXR::Update … outside of frame bounds` floods the log and the dashboard freezes. With it: log `ovrp frame loop shim: waited for frame N`, ~71 fps. Accounting+ then stops at "press any button" although its OVRInput gets clean input (`INPUT_PROBE` in the patch logs connected controllers/buttons/input focus per call) — unresolved |
|
||||
| Black flat window, then a GPU hang: kernel `hangcheck detected gpu lockup` (offending task the game), `zink: DEVICE LOST`, Unity render-thread crash; `outside of frame bounds` thousands of times a second (e.g. BattleSisters, Unity 2019.4) | Unity 2019 on its built-in VR (no `libOculusXRPlugin.so`) uses the same legacy frame loop as Unity 2017: no `xrWaitFrame`, the render thread floods the GPU | `frame.unity_oculus_check` adds the ovrpshim frame wait for these too (revision 2) |
|
||||
| Unity built-in VR game (with `frame.unity_oculus_check`) freezes at a scene switch: the log stops after `Boot: Activating Scene: …`, the process stays alive, every thread sleeps (e.g. Sniper Elite VR, Unity 2019.4) | The shim's `xrWaitFrame` blocks until the previously waited frame is begun; Unity skipped beginning it at the scene switch and its render thread then waited for the main thread (gdb: UnityMain in vrclient `CSxrSession::StartNextFrame` ← `ovrp_WaitToBeginFrame` ← `fpov_Update2`). OVRPlugin also only begins the frame index it waited for | `frame.unity_oculus_check` revision 5: libunity.so's `ovrp_BeginFrame`/`ovrp_EndFrame` go through the shim, which waits ≤ 50 ms for the last waited frame to begin, else skips the wait (log `the last waited frame wasn't begun`), and gives a begin/end of another index the waited one |
|
||||
| Unity built-in VR game: the hands/weapons trail the controllers by centimetres when moving (headset fine, 72 fps), e.g. Sniper Elite VR | Unity's physics-step `ovrp_Update2` (prediction 0) makes OVRPlugin locate the nodes at the monotonic clock's "now", the XrTime base on a Quest but 0.05–0.9 s behind the Frame's XrTime; the runtime extrapolates backwards and the render-step reads after it get those poses too. A larger prediction is capped by OVRPlugin (~0.07 s) | `frame.unity_oculus_check` revision 5 holds the physics-step update back: both steps read the render update's display-time poses |
|
||||
| Unreal game stuck on a loading image after the intro, frames keep coming (72 fps), no crash (e.g. Vader Immortal) | suspect: a Meta Platform SDK request no message ever answers | diagnostics: `frame.ovr_trace` (opt-in) logs every `ovr_*` call, the answers `ovr_PopMessage` returns and every 10 s the unanswered requests (`fp_ovrtrace` in launch.log). Never fake an entitlement answer |
|
||||
| Own-engine game crashes in `libVkLayer_fossilize.so` (Fossilize's recording thread, e.g. Roblox) | same as Deadpool VR: uninitialised pointers in what Fossilize records | `frame.vk_sanitize` now also covers own-engine libraries that load `libvulkan.so` by name |
|
||||
| Crash right after the game gets focus, in `vrclient.so … UpdateActionStateInternal` / `sxr_xrSyncActions` (e.g. Myst) | a race in the Frame runtime's input code on the first sync after focus (not every launch) | adapter `sync_guard` (input syncs one at a time with event polling, paused 250 ms after FOCUSED) |
|
||||
| View jumps sideways / game pauses or freezes for a moment every few seconds (e.g. Blade & Sorcery, BattleGlide) | the Frame drops focus for ~0.5 s (FOCUSED→VISIBLE→SYNCHRONIZED); games pause or re-align the player (`OnVRPresence … Teleport`) | adapter `focus_hold` |
|
||||
| SDL / LÖVE app crashes at start: `NullPointerException … ClipboardManager.addPrimaryClipChangedListener` in `SDLClipboardHandler.<init>` (e.g. Dramatic Shape) | Lepton's Android has no clipboard service (`service check clipboard`: not found) | `frame.sdl_clipboard` (that call → nops in classes.dex, in place, `apk/dex.py`); reproduced and verified with LÖVE for Android 11.5 |
|
||||
| Controllers do nothing (e.g. stuck on a setup screen); log: `xrSuggestInteractionProfileBindings … XR_ERROR_PATH_UNSUPPORTED` | the game only suggests bindings for Meta's newer profiles (Touch Plus / Touch Pro); the Frame's Android runtime knows `oculus/touch_controller`, not those | adapter `profile_remap` (default on): the bindings are suggested again for Touch (log: `controller profile … -> oculus/touch_controller`) |
|
||||
| Some buttons do nothing or the wrong thing (e.g. a Quest game's X/Y on the Frame's left controller) | the game binds only Quest Touch and SteamVR maps Touch onto the Frame controllers with its own remap (Touch left X/Y land on the d-pad, right X and Y repeat B), or the runtime rejected a profile or an input call | turn on adapter `input_diag` (diagnostics, off by default; `frameport settings <pkg> input_diag=1`) and look for `input_diag:` lines: `bindings: <profile> accepted` or `unsupported: interaction profile <profile> -> <result>` with the rejected paths, `bindings: /user/hand/<hand> uses <profile>`, `unsupported: function <name>`, `unsupported: xrCreateAction -> <result> (<action>)` |
|
||||
| Unity game hangs or the whole Frame restarts (e.g. in a menu); log: `The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level.` (e.g. Lucky's Tale) | Meta's OVRManager (`useRecommendedMSAALevel`) turns 4x MSAA on at runtime, past QualitySettings; multisampled render-to-texture on GLES/Zink hangs the GPU | `frame.unity_runtime_msaa_off` (Cpp2IL: `OVRDisplay.get_recommendedMSAALevel` → 0) |
|
||||
| Unity game: one eye shows only effects or grey, the other is fine (e.g. I Am Cat, Oculus XR Plugin on GLES) | the game's single-pass multiview rendering goes wrong for array slice 1 (the adapter submits both slices correctly) | `frame.unity_multipass` (Cpp2IL: `OculusSettings.GetStereoRenderingMode` → MultiPass); `swap_eyes=1` tells whether the game or the adapter is at fault |
|
||||
| Setup/intro loops every launch (Espire 2) | save folders created without write permission | launcher repairs permissions every 2 s (built in) |
|
||||
| VrApi bridge: never enters VR | Frame reaches FOCUSED later than Quest; tracking only when worn | bridge waits 30 s; test in the headset |
|
||||
|
||||
@@ -57,6 +102,8 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| Symptom | Cause | Fix |
|
||||
|---|---|---|
|
||||
| 2D Android app: Steam says it's running but nothing shows | Lepton runs apps headless unless the app folder has `lepton-show-flatscreen` | FramePort adds it for apps without VR (agent v28+); reinstall apps installed before |
|
||||
| A phone/tablet app shows nothing in the headset, or a VR app opens as a flat window | FramePort's VR/2D guess (`vr_kind`) is wrong for this app | patch `device.display_mode` → **Flat window** or **VR** (Customize → "Show as VR or as a flat window"), then Update on Frame |
|
||||
| "Install with FrameDrop" button opens FrameDrop (or nothing) instead of FramePort | another program owns `framedrop://`, or the switch is off, or macOS (Flet can't receive links there) | Settings → Install links → **Use FramePort for these links**; else Add games → Add from a link… (paste the button's address) |
|
||||
| 2D Android app: back/home/recents buttons cover the app's own buttons | Android's navigation bar | patch `device.hide_navbar` (on by default for apps without VR) sets `qemu.hw.mainkeys=1`; reinstall to apply |
|
||||
| Black screen, audio works, GLES engine with direct VrApi | Mesa rejects Quest-style GLSL | `frame.gl_shim` (logs `GLShim: SHADER COMPILE FAILED` + source lines) |
|
||||
| Black screen, audio works, log `Unsupported VrApi layer type N` | bridge drops frames containing that layer | extend the bridge (cylinder=3 is converted to a quad already) |
|
||||
@@ -69,15 +116,68 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
|
||||
| MR game stuck waiting for room data (Demeter) | no Meta scene API | adapter `scene_emul=1` (+ `frame.meta_permissions`) |
|
||||
| Hand-tracking game janky (Silhouette) | Frame synthesizes hands from controllers | `controller_fix=0` passes hands through; not really fixable |
|
||||
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
|
||||
| One eye grey / only effects (I Am Cat, Unity Oculus XR Plugin on GLES) | the game's multiview pass draws array slice 1 wrong on Zink | `frame.unity_multipass` (also rewrites the getter's inlined read in `OculusLoader.Initialize`; check for two `array=1` eye swapchains) |
|
||||
| View vibrates even when holding still after `frame.unity_multipass` (I Am Cat) | poses/times are consistent, but two passes on Zink make every frame one period late, and the game clamps its physics step to 10 ms | not fixed (scale 0.8 didn't help); next ideas: fix multiview instead, or the game's fixed timestep |
|
||||
| Game freezes / pauses for 0.5-2 s now and then, no flicker (e.g. Blade & Sorcery, Lucky's Tale) | the headset's wear sensor flickers off while worn (`logs/eyetracking.txt` `HMD off, stopping eye tracking` … `HMD on`), the Frame turns it into a focus loss and Quest games that pause on focus loss pause | adapter `focus_hold` (on by default since 2026-10-05, dips up to `focus_hold_ms` = 5000 ms are hidden; longer ones still pause) |
|
||||
| Minor glitches on some objects (Myst, Unreal Vulkan) | unknown; not application space warp (turning it off changed nothing and ran worse) | unresolved |
|
||||
| Unity game crashes or hangs right as Vulkan starts, after `SLZ Graphics plugin loading!` and OVRPlugin's pre-init `xrDestroyInstance`: SIGSEGV with pc 0 (or pc == fault address in an unloaded library), x16/x23 in `libSLZQuestNative.so` (BONELAB 1.2974) | Stress Level Zero's graphics plugin hooks Unity's Vulkan start-up (IUnityGraphicsVulkanV2 interception: vkCreateInstance/vkCreateDevice) and vkCreateSampler; its vkCreateInstance wrapper calls an invalid pointer on the Frame | `frame.slz_vulkan_hooks` (its two registrations become no-ops; Unity starts Vulkan itself; ~35 s of shader prewarming without its pipeline cache) |
|
||||
| Unity game shows a picture but the player body is frozen: no head tracking, the controllers stay on the model, no buttons, although OpenXR input works (BONELAB 1.2068, Oculus XR Plugin) | OVRPlugin reports the headset as not worn (`ovrp_GetUserPresent2` → 0) a few seconds after start, and the game's rig only follows a present user (Marrow `XRHMD.IsUserPresent` = Unity's HMD `UserPresence`) | `frame.unity_user_presence` (the Oculus XR Plugin's lookup → `libfp_ovrp.so`, reports present; log `user presence: OVRPlugin 0 …`) |
|
||||
| Unreal 5 game crashes at its first render pass, backtrace `vulkan.freedreno.so` ← `libVkLayer_fossilize.so` ← `libfp_vk.so (create_render_pass2)` (Metro Awakening) | a subpass without a depth attachment names a depth/stencil resolve attachment; the Frame's Turnip reads the missing depth attachment (NULL) | the Vulkan shim drops that resolve (always, FramePort after 0.11.0; log `dropped the depth resolve of subpass N (no depth attachment)`); triage `unreal-vulkan-driver-crash` |
|
||||
| Unreal 5 game crashes in `vulkan.freedreno.so` called straight from `libUnreal.so` right after its swapchains, or a few seconds into the first frames (Metro Awakening) | Unreal turns on fragment-density-map foveation because Turnip offers VK_EXT_fragment_density_map, then records barriers (to `FRAGMENT_DENSITY_MAP_OPTIMAL`) and image views (2D array R8G8) for a density map the Frame never provides (VK_NULL_HANDLE); Turnip dereferences it | adapter `vk_hide_fdm=1` (the game doesn't see the extension) + `vk_spec_fixes=1` (leaves out null-image barriers, refuses null-image views); triage `unreal-fdm-missing`. Found by disassembling the driver at the crash pc: the struct offsets (0x58 = VkSubpassDescription2, 0x48/0x60 = image barriers, viewType/format in registers) name the call |
|
||||
| Own-engine game crashes in `je_free` from its own library on the first frames (Roblox) | the game frees memory it doesn't own; not the Vulkan shim or the format fallback | unsupported |
|
||||
|
||||
## Live view (Live view tab, `install/livestream.py`)
|
||||
| Symptom | Cause | Fix |
|
||||
|---|---|---|
|
||||
| Status line says "software encoder" (30 fps, the Frame's CPU busier) | `fp_venc --probe` failed (missing upload, encoder busy or refused a format: exit 4) or the helper couldn't be put on the Frame | on the Frame: `~/.local/share/frameport/bin/fp_venc --probe; echo $?` and `--selftest`; the app log names upload failures. `FP_VENC_DISABLE=1` forces the fallback for tests |
|
||||
| Picture drifts out of sync with the sound | the hardware path relies on one H.264 frame per fps slot (ffmpeg `-framerate`); `fp_venc: stats … skipped=` > 0 on stderr means slots were skipped | see the stats line (every 10 s); a stopped/suspended Frame skips slots on purpose |
|
||||
| Viewer joins only after several seconds | the keyframe request (`k` on the channel) didn't reach the encoder; the viewer then waits for the next regular keyframe (4 s) | check `live: encoder=hardware` came first (requests are sent only then) |
|
||||
|
||||
## Debugging techniques that worked
|
||||
- A user's problem report: `frameport diag inspect <FramePort-diag-*.zip>` re-triages its launch log with the current
|
||||
signatures; the zip has the recipe, analysis, ELF/PE imports, Frame logs and versions (docs/DIAGNOSTICS.md).
|
||||
- Read `<base>/launch.log` (logcat mirror). Filter the game's pid: `Start proc <pid>:<package>`.
|
||||
- **Monitor tab** (GUI, while a game runs): fps from FrameBridge's pacing lines next to GPU busy %, the hottest
|
||||
sensor, memory pressure and per-process CPU/GPU/memory. A memory runaway (Lucky's Tale, Vader Immortal) shows as
|
||||
rising memory + "waiting" before the OOM kill; a GPU-bound game as GPU near 100 % with fps under target; heat as the
|
||||
temperature tile turning amber/red. Sources and costs: FRAME_RUNTIME.md "Monitoring sources".
|
||||
- The adapter logs as `FrameBridge` (settings, xrCreateInstance result, swapchain retries, pacing fps).
|
||||
- For GLES/GLAD engines, wrap `eglGetProcAddress` to see shader compile errors (build the shim with `-DGLSHIM_TRACE`
|
||||
for per-FBO draw counts and draw-call errors; the bridge has `-DOVP_GL_DIAG` for eye-image readback).
|
||||
- Anything visual needs one headset session per iteration — batch hypotheses into each build.
|
||||
- Headless launch tests never get focus: they prove startup, not play. Crashes right after FOCUSED (Myst), focus
|
||||
dips and judder only show up in a headset session: ask for one, then `frameport diag collect <pkg>` (it contains
|
||||
the headset sessions too, plus this boot's kernel log).
|
||||
- Which library a stale pointer belonged to: turn on the Android linker's log for one run by adding
|
||||
`debug.ld.app.<pkg>=dlopen` as an extra line of `LEPTON_GFXRECON_FP_PROPS` (first line `0`) in the game's
|
||||
launch.sh on the Frame (back it up, restore it after) and look for `dlclose: unloading "…"`.
|
||||
- Memory runaways / busy loops: `perf` works as steamos (`perf_event_paranoid` 2, user space only; `ptrace_scope` 1
|
||||
blocks eu-stack/gdb/debuggerd). `perf record -p <pid> -e page-faults -c 64 --call-graph fp` names the thread
|
||||
touching new memory (`perf script -F comm,tid,ip,dso`); `-t <tid> -F 499` samples one thread. Map IL2CPP
|
||||
addresses with a full Cpp2IL diffable-cs dump (method `Offset` = address − the r-xp mapping of libil2cpp.so).
|
||||
Sample memory per mapping name from `/proc/<pid>/smaps` (`[anon:libc_malloc]` = native heap).
|
||||
- Hangs (every thread asleep): backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
|
||||
game (the host's `ptrace_scope` 1 doesn't apply there) and the guest has `gdbserver64`; `debuggerd -b` fails (no
|
||||
tombstoned). Copy every mapped library to a local sysroot (`podman exec <container> cat /proc/<pid>/maps`, then
|
||||
`tar -chf - -T <list>` through `podman exec -i`; the app's own libs from the installed `lepton-app/game.apk` at their
|
||||
`/data/app/…/lib/arm64` path), then on the PC: `gdb -batch -ex "set sysroot <dir>" -ex "target remote | ssh
|
||||
steamos@<frame> podman exec -i lepton-steamlaunch-<appid> gdbserver64 - --attach <pid in the container>" -ex
|
||||
"thread apply all bt 25" -ex detach` (`set sysroot target:` makes gdbserver assert in linux_mntns_readlink).
|
||||
`/proc/<pid>/task/*/syscall` (read inside the container) shows each thread's syscall and pc without a debugger.
|
||||
- Unity catches native crashes itself: no debuggerd backtrace in Lepton's logcat-crash.log, but a
|
||||
`tombstone_00` in the game's `Android/data/<pkg>/files/` with the memory map (map pc/lr/registers to libraries).
|
||||
- Focus losses: the game sees FOCUSED→VISIBLE→SYNCHRONIZED (OVRPlugin `[XR_SESSION]`, FrameBridge `focus_hold:`
|
||||
lines); the cause is on the host: `~/.local/share/Steam/logs/vrserver.txt` (`HMD off/on`, `entering standby`,
|
||||
`SystemButtonDown` in vrclient_vrcompositor.txt) and XRService (`[UserPresence]`, `IMUFallback`). Compare the times
|
||||
(Lepton logs UTC, host logs local time).
|
||||
- A Unity getter patch that changes nothing: the compiler may have inlined it (no `BL` to its address in
|
||||
libil2cpp.so) — patch the field read in the caller (`Il2cppReturnPatch.field_loads`).
|
||||
- Fixes found by users count: a reporter's shader capture (VR4) became the `vk_shader_fix` recipe data (match by size
|
||||
+ SHA-256, insert words); verify on the device that the log shows the module being fixed.
|
||||
- Don't install or test on the Frame while the owner is playing: adding a library entry restarts Steam (FramePort
|
||||
now skips the restart when the shortcut is unchanged and waits while a game runs), and a launch test starts a game.
|
||||
- Catalog YAML: a `: ` inside an unquoted value breaks the file and the loader skipped it silently (the game vanished
|
||||
from the list); `tests/test_catalog_files.py` now catches it.
|
||||
- Keep the known-good APK and roll back if a change regresses (`PATCHED/_known-good-*`).
|
||||
|
||||
## When it can't run on the Frame
|
||||
|
||||
@@ -0,0 +1,152 @@
|
||||
# Screenshots and videos
|
||||
|
||||
The pictures in the docs and the videos are rendered by scripts, never taken by hand. The scripts show the real
|
||||
FramePort GUI with a demo library and a pretend Steam Frame, drive it the way a person would, and film or photograph
|
||||
it:
|
||||
|
||||
| What | Source | Output |
|
||||
|---|---|---|
|
||||
| Docs screenshots | `docs/showcase/shots.yaml` | `docs/images/*.png` |
|
||||
| Demo tour (about 95 s) | `docs/showcase/videos/tour.yaml` | `docs/media/frameport-tour.mp4` (+ `.jpg` poster), `docs/images/tour-teaser.webp` (README) |
|
||||
| Install tutorial (about 90 s) | `docs/showcase/videos/install.yaml` | `docs/media/frameport-install.mp4` (+ `.jpg` poster) |
|
||||
|
||||
Nothing comes from anyone's own library. The demo library (`docs/showcase/demo-library.yaml`) lists real catalog
|
||||
games, so recipes and patches are the ones FramePort really uses. Their technical analysis (`demo-analyses.json`:
|
||||
engine, VR API, libraries, sizes) was exported from real APK analyses without any paths. Art, in-game screenshots
|
||||
and store details come from the same public sources the app uses and are cached in `~/.cache/frameport-showcase`.
|
||||
The renderer refuses to run in FramePort's own data folder, scans the demo data for home paths and IP addresses
|
||||
first, and stops when a store didn't send art (placeholders never reach the docs; `--allow-missing-art` overrides
|
||||
that). Frame discovery is switched off during a render (no real device on your network can appear), and the setup
|
||||
command shows placeholders for the address and code (each PC has its own), never this computer's.
|
||||
|
||||
## Running it
|
||||
|
||||
You need the dev extras, Chromium for Playwright and ffmpeg:
|
||||
|
||||
```
|
||||
UV_LINK_MODE=copy uv sync --extra dev
|
||||
uv run playwright install chromium # once
|
||||
uv run python scripts/showcase/render_docs.py # all screenshots → docs/images (changed ones only)
|
||||
uv run python scripts/showcase/render_docs.py --only game,monitor --out /tmp/shots
|
||||
uv run python scripts/showcase/record_video.py install --draft # quick 720p check of a storyboard edit
|
||||
uv run python scripts/showcase/record_video.py # every video → docs/media (+ the README teaser)
|
||||
uv run python scripts/showcase/record_video.py tour install # some
|
||||
```
|
||||
|
||||
Every screenshot is rendered twice, each in a fresh window, and kept only when both agree (the headless GPU now and
|
||||
then draws a glyph wrong); a third render settles a disagreement, and `--fast` renders once for trying out an edit.
|
||||
A shot whose steps fail is tried again and never written. A screenshot is rewritten only when it visibly changed
|
||||
(`render_docs.changed`: anti-aliasing noise doesn't count), so running it twice changes nothing. `--check` writes
|
||||
nothing and exits 1 when a docs image is out of date.
|
||||
|
||||
For videos, `--names` prints what can be clicked after each scene and `SHOWCASE_DEBUG=1` prints every step with its
|
||||
start time (which step waited); `--draft --scenes a,b` records only some scenes. A video is encoded at the best
|
||||
quality that fits its `budget_mb` (12 by default), a teaser at 4 MB.
|
||||
|
||||
## Videos
|
||||
|
||||
One storyboard per video in `docs/showcase/videos/<name>.yaml`; adding a file adds a video (CI and releases pick it
|
||||
up by itself). The output must be `docs/media/frameport-<name>.mp4`: releases attach it as `FramePort-<name>.mp4`.
|
||||
|
||||
```yaml
|
||||
output: docs/media/frameport-install.mp4
|
||||
teaser: docs/images/tour-teaser.webp # optional: a looping WebP from the scenes' `teaser` parts
|
||||
budget_mb: 12
|
||||
poster_at: 9 # the poster frame, seconds after the title card
|
||||
start:
|
||||
profile: fresh # demo = FramePort in use (games installed, BONELAB running); fresh = its first start
|
||||
frame: disconnected # connected (default) or disconnected
|
||||
route: welcome # the page filming starts on (default library)
|
||||
stream: live # the monitor stream: live (default) or frozen
|
||||
setup: # steps before filming starts (a failure stops the recording)
|
||||
- hook: {name: first_run, args: ["D:/Games", 1.4]}
|
||||
vars: {game: com.playful.LuckysTale} # ${game} in any step
|
||||
title: {heading: Installing FramePort, line: …, seconds: 3.4}
|
||||
end: {heading: You're set, line: …, footer: github.com/spoopyghosty0/frameport, seconds: 4}
|
||||
scenes:
|
||||
- name: connect # a filmed scene
|
||||
caption: ["Connect your Steam Frame", "Once: FramePort shows a command to run on the Frame"]
|
||||
teaser: [0.6, 4.0] # optional: this part goes into the teaser
|
||||
hold: 1.5 # seconds of filming after the last step (default 0.6)
|
||||
steps: [...]
|
||||
- name: on-the-frame # an instruction card: for what happens outside FramePort
|
||||
seconds: 10
|
||||
card:
|
||||
eyebrow: "Step 3 · On the Frame, first time only"
|
||||
heading: Run the setup command
|
||||
steps: ["In the SteamVR dashboard: **Launch a program** → **Desktop**", …] # **bold** = a button or menu
|
||||
code: "curl -fsS <your-PC-address>:8765/<one-time-code> | bash"
|
||||
note: "Your address and code differ."
|
||||
```
|
||||
|
||||
Filmed scenes are one continuous session: each starts where the last one left off. Cards are rendered at the end
|
||||
and slotted in, with crossfades between everything. The `fresh` profile starts FramePort as on a new computer: an
|
||||
empty library, the welcome screen and a Frame that isn't set up. Its games wait for the pretend folder scan.
|
||||
|
||||
## Writing steps
|
||||
|
||||
Shots and scenes use one step language (`scripts/showcase/steps.py`). A step is a one-key mapping:
|
||||
|
||||
```yaml
|
||||
- go: monitor # a sidebar route
|
||||
- nav: "Monitor" # click that tab (checked: the page really changed)
|
||||
- open_game: ${game} # or {package: …, advanced: true}
|
||||
- call: {fn: settings_dialog, args: ["${game}"]} # any app method
|
||||
- hover: "Batman: Arkham Shadow" # the pointer: by name…
|
||||
- click: {name: "Lucky's Tale", dy: 0.35} # …offset inside the element (fraction of its size, or px)
|
||||
- click: "Install on Frame" # right_click, double_click, drag: [from, …, to]
|
||||
- type: "ri" # press: Escape
|
||||
- wait_for: "BONELAB · 2026-10-04 21:50"
|
||||
- wait: 1.2
|
||||
- hook: {name: held_install, args: ["${new_game}"]} # the pretend Frame's scripted events
|
||||
```
|
||||
|
||||
Elements are found by name through Flutter's accessibility tree: their visible text, a tooltip or a semantics
|
||||
label. Exact names win over prefixes, and buttons and cards win over plain text. When several match, the innermost
|
||||
one wins (a list carries the text of its rows; the row is meant). Icon-only buttons need a tooltip to be found,
|
||||
which also helps screen readers. The pointer moves on eased, slightly curved paths and is drawn into the picture,
|
||||
with a ring on every click. To open a game from a cover card, click its title (`dy: 0.35`): the card's middle is its
|
||||
Play/Install button.
|
||||
|
||||
Hooks (`steps.HOOKS`) cover what a real Frame would do:
|
||||
- `fake_install`: an install through the real job queue with every real stage name and a launch test that passes.
|
||||
- `held_install`: an install that stops mid-upload, for screenshots of the progress.
|
||||
- `connect` and `disconnect`
|
||||
- `first_run`: a first start. The welcome screen's tool download is a pretend one, and "Scan a folder…" scans a
|
||||
folder at once (the native folder picker can't be scripted).
|
||||
- `pairing_done`: the Frame ran the setup command, so FramePort connects.
|
||||
- `live_stream`: a test picture through the real relay.
|
||||
- `monitor_details`, `type_tab`, `select_files` and `settings_section`.
|
||||
|
||||
In a video, clicking Install runs the scripted install, and the game is then installed on the pretend Frame.
|
||||
|
||||
Pictures must not change from one run to the next:
|
||||
- Screenshot and file dates are fixed.
|
||||
- The Monitor's stream stops after its two-minute history.
|
||||
- The pointer leaves the page before a still picture is taken.
|
||||
- Each shot gets a fresh window and browser.
|
||||
- A picture is taken once the page has stopped changing.
|
||||
|
||||
Live data, such as the live view's relay port and data rate, doesn't belong in a docs screenshot.
|
||||
|
||||
## How it runs on GitHub
|
||||
|
||||
The `showcase` workflow (`.github/workflows/showcase.yml`):
|
||||
1. **When it runs:** on pushes to `main` that touch the UI, its translations or the showcase files, and on
|
||||
**Run workflow**.
|
||||
2. **What it renders:** the screenshots every time. Videos when their storyboard changed (all of them when the
|
||||
scripts changed), or the ones named on a manual run (`all`, or e.g. `tour install`). UI tweaks alone don't
|
||||
re-commit 10 MB videos.
|
||||
3. **What happens next:** every render is uploaded as the run's `showcase` artifact. When a picture changed, the
|
||||
workflow opens or updates the pull request on branch `showcase/update`, which you review and merge.
|
||||
|
||||
Releases attach every committed video as `FramePort-<name>.mp4`.
|
||||
|
||||
## Gallery
|
||||
|
||||
These are renders the README doesn't show (yet):
|
||||
|
||||
| | |
|
||||
|---|---|
|
||||
|  |  |
|
||||
|  |  |
|
||||
@@ -0,0 +1,61 @@
|
||||
# Themes
|
||||
|
||||
FramePort comes with three colour themes, all dark:
|
||||
|
||||
| Theme | Look |
|
||||
|---|---|
|
||||
| **Portal** (default) | The logo's two portals: orange for actions and the current selection, blue for secondary actions, progress and the PC side. |
|
||||
| **Portal (OLED)** | Portal on true black, for OLED screens. |
|
||||
| **Original** | FramePort's first look, with a violet accent. |
|
||||
|
||||
Switch in **Settings → Appearance**. The change applies at once.
|
||||
|
||||
## Your own theme
|
||||
|
||||
A theme is a small JSON file. To make one:
|
||||
|
||||
1. In **Settings → Appearance**, pick the theme closest to what you want and click **Copy this theme as a file**.
|
||||
2. Paste it into a text editor and save it as `something.json`.
|
||||
3. Change the name and the colours you want different. You can delete every colour you keep: missing colours come
|
||||
from the `base` theme.
|
||||
4. Back in **Settings → Appearance**, click **Install theme file…** and choose the file. FramePort checks it,
|
||||
switches to it and keeps a copy in its data folder (`themes/`), so you can delete the original.
|
||||
|
||||
To remove an installed theme, click the bin icon on its card.
|
||||
|
||||
### Format
|
||||
|
||||
```json
|
||||
{
|
||||
"name": "Ember & Ice",
|
||||
"base": "portal",
|
||||
"dual": true,
|
||||
"colors": {
|
||||
"ACCENT": "#FF5A36",
|
||||
"SECONDARY": "#5CE1E6"
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
| Field | Meaning |
|
||||
|---|---|
|
||||
| `name` | Shown on the theme's card (up to 40 characters). |
|
||||
| `base` | The built-in theme that fills in every colour the file leaves out: `portal` (default), `portal_oled` or `original`. |
|
||||
| `dual` | `true`: two-colour touches like Portal's (blue-to-orange sidebar edge, two-colour "FramePort", the selected tab's fade, blue secondary buttons). `false`: one accent, like Original. Default: the base's. |
|
||||
| `colors` | Any of the colours below, as `#RRGGBB` or `#RGB`. Names may be upper or lower case. |
|
||||
|
||||
| Colour | Used for |
|
||||
|---|---|
|
||||
| `BG` | Window background |
|
||||
| `SIDEBAR` | Sidebar and activity panel |
|
||||
| `SURFACE`, `SURFACE_2`, `SURFACE_3` | Cards; raised and hovered parts; inputs and chips |
|
||||
| `BORDER`, `BORDER_STRONG` | Outlines |
|
||||
| `TEXT`, `TEXT_2`, `TEXT_3` | Main text; secondary text; captions and disabled text |
|
||||
| `ACCENT`, `ACCENT_SOFT`, `ON_ACCENT` | Main buttons and the current selection; its tint; text on it |
|
||||
| `SECONDARY`, `SECONDARY_SOFT` | Secondary buttons, progress, switch tracks; its tint |
|
||||
| `OK`, `WARN`, `ERROR`, `INFO` | Status: works, needs attention, failed, information |
|
||||
| `PC` | PC VR games and "on this PC" |
|
||||
|
||||
FramePort refuses a theme file it can't show well, and says why: a light window background (FramePort is dark only),
|
||||
text that's hard to read on cards, an unknown colour name or a value that isn't a colour. An example is in
|
||||
[`themes/example-theme.json`](themes/example-theme.json).
|
||||
@@ -0,0 +1,28 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="216" height="60" viewBox="0 0 216 60" role="img" aria-label="Install with FramePort"><title>Install with FramePort</title><style>.fp-wb,.fp-wo{transform-box:view-box}
|
||||
.fp-wb{transform-origin:0 0;animation:fp-wb 6s ease-in-out infinite}
|
||||
.fp-wo{transform-origin:216px 0;animation:fp-wo 6s ease-in-out infinite}
|
||||
.fp-core{animation:fp-core 6s ease-in-out infinite}
|
||||
@keyframes fp-wb{0%,10%,100%{opacity:.45;transform:scaleX(1)}32%{opacity:1;transform:scaleX(1.5)}54%{opacity:.3;transform:scaleX(1)}}
|
||||
@keyframes fp-core{0%,28%,100%{opacity:0}42%{opacity:1}60%{opacity:0}}
|
||||
@keyframes fp-wo{0%,38%,100%{opacity:.6;transform:scaleX(1)}60%{opacity:1;transform:scaleX(1.4)}84%{opacity:.6;transform:scaleX(1)}}
|
||||
@media (prefers-reduced-motion:reduce){.fp-wb,.fp-wo,.fp-core{animation:none!important}}</style><defs>
|
||||
<linearGradient id="fab" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stop-color="#3AA8FF" stop-opacity=".46"/><stop offset=".55" stop-color="#3AA8FF" stop-opacity="0"/></linearGradient>
|
||||
<linearGradient id="fao" x1="0" y1="0" x2="1" y2="0"><stop offset=".45" stop-color="#FF8A1F" stop-opacity="0"/><stop offset="1" stop-color="#FF8A1F" stop-opacity=".34"/></linearGradient>
|
||||
<radialGradient id="far" gradientUnits="userSpaceOnUse" cx="122" cy="39" r="46" gradientTransform="translate(122 39) scale(1 .62) translate(-122 -39)"><stop offset="0" stop-color="#FFE2BD" stop-opacity=".42"/><stop offset=".25" stop-color="#FF8A1F" stop-opacity=".2"/><stop offset=".6" stop-color="#3AA8FF" stop-opacity=".08"/><stop offset="1" stop-color="#3AA8FF" stop-opacity="0"/></radialGradient>
|
||||
<clipPath id="fac"><rect x="1" y="1" width="214" height="58" rx="11.5"/></clipPath></defs>
|
||||
<rect x=".5" y=".5" width="215" height="59" rx="12" fill="#0D0E12" stroke="#2A2D37"/>
|
||||
<g clip-path="url(#fac)"><rect class="fp-wb" x="1" y="1" width="214" height="58" fill="url(#fab)" opacity=".45"/><rect class="fp-wo" x="1" y="1" width="214" height="58" fill="url(#fao)" opacity=".6"/><rect class="fp-core" x="1" y="1" width="214" height="58" fill="url(#far)" opacity="0"/></g>
|
||||
<g transform="translate(10 10) scale(0.625)">
|
||||
<defs><linearGradient id="fal0" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stop-color="#3AA8FF" stop-opacity=".18"/><stop offset=".5" stop-color="#3AA8FF" stop-opacity="0"/><stop offset=".5" stop-color="#FF8A1F" stop-opacity="0"/><stop offset="1" stop-color="#FF8A1F" stop-opacity=".18"/></linearGradient>
|
||||
<linearGradient id="fal1" gradientUnits="userSpaceOnUse" x1="26" y1="0" x2="38" y2="0"><stop offset=".3" stop-color="#3AA8FF"/><stop offset=".7" stop-color="#FF8A1F"/></linearGradient>
|
||||
<clipPath id="fal2"><polygon points="-30,-30 49.145,-30 8.855,94 -30,94"/></clipPath><clipPath id="fal3"><polygon points="55.145,-30 94,-30 94,94 14.855,94"/></clipPath></defs>
|
||||
<rect width="64" height="64" rx="15" fill="#101218"/><rect width="64" height="64" rx="15" fill="url(#fal0)"/>
|
||||
<g clip-path="url(#fal2)"><path d="M34 15H9a3 3 0 0 0-3 3v20a3 3 0 0 0 3 3h25z" fill="#101218" stroke="#ECEDF3" stroke-width="3" stroke-linejoin="round"/><rect class="fp-scr" x="10.5" y="19.5" width="24" height="17" rx="1" fill="#3AA8FF" fill-opacity="0.35"/><path d="M18 41v6M11 47h14" stroke="#ECEDF3" stroke-width="3" stroke-linecap="round"/></g>
|
||||
<g clip-path="url(#fal3)"><path d="M56.5 31.5H58.5" stroke="#ECEDF3" stroke-width="3.4" stroke-linecap="round"/><path d="M22 21h27a8 8 0 0 1 8 8v5a8 8 0 0 1-8 8H48.65a3 3 0 0 1-2.6-1.5l-1-1.7a.9.9 0 0 0-1.6 0l-1 1.7a3 3 0 0 1-2.6 1.5H22z" fill="#101218" stroke="#ECEDF3" stroke-width="3" stroke-linejoin="round"/><g class="fp-lens"><ellipse cx="39.5" cy="30.5" rx="4.2" ry="3.8" fill="#FF8A1F"/><ellipse cx="49" cy="30.5" rx="4.2" ry="3.8" fill="#FF8A1F"/></g></g>
|
||||
<g transform="rotate(18 32 32)"><g class="fp-ptl"><ellipse cx="32" cy="32" rx="4.5" ry="22" fill="#08090C" stroke="#08090C" stroke-width="5.8"/><ellipse cx="32" cy="32" rx="4.5" ry="22" fill="none" stroke="url(#fal1)" stroke-opacity=".25" stroke-width="6.46" class="fp-halo"/><ellipse cx="32" cy="32" rx="4.5" ry="22" fill="url(#fal1)" fill-opacity="0.14" stroke="url(#fal1)" stroke-width="3.4"/></g></g></g>
|
||||
<text x="60" y="25" font-family="Segoe UI, Roboto, 'Helvetica Neue', Arial, sans-serif" font-size="9.5" font-weight="600" letter-spacing="1.4" fill="#A7ABB7">INSTALL WITH</text>
|
||||
<text x="60" y="47" font-family="Segoe UI, Roboto, 'Helvetica Neue', Arial, sans-serif" font-size="18" font-weight="800" fill="#FF8A1F" textLength="53.1" lengthAdjust="spacingAndGlyphs">Frame</text>
|
||||
<g transform="translate(115.25999999999999 29.36) scale(0.8035714285714286)"><g class="fp-ptl"><defs><linearGradient id="fawr" gradientUnits="userSpaceOnUse" x1="2" y1="0" x2="14" y2="0"><stop offset=".3" stop-color="#FF8A1F"/><stop offset=".7" stop-color="#3AA8FF"/></linearGradient></defs>
|
||||
<ellipse cx="8" cy="14" rx="4.4" ry="10.6" transform="rotate(14 8 14)" fill="none" stroke="url(#fawr)" stroke-opacity=".35" stroke-width="5" class="fp-halo"/>
|
||||
<ellipse cx="8" cy="14" rx="4.4" ry="10.6" transform="rotate(14 8 14)" fill="#0D0E12" stroke="url(#fawr)" stroke-width="2.6"/></g></g>
|
||||
<text x="130.27714285714285" y="47" font-family="Segoe UI, Roboto, 'Helvetica Neue', Arial, sans-serif" font-size="18" font-weight="800" fill="#3AA8FF" textLength="36.9" lengthAdjust="spacingAndGlyphs">Port</text></svg>
|
||||
|
After Width: | Height: | Size: 5.2 KiB |
@@ -0,0 +1,26 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="216" height="60" viewBox="0 0 216 60" role="img" aria-label="Install with FramePort"><title>Install with FramePort</title><style>.fp-wb,.fp-wo{transform-box:view-box;transition:opacity .5s ease,transform .7s cubic-bezier(.2,.8,.2,1)}
|
||||
.fp-wb{transform-origin:0 0}.fp-wo{transform-origin:216px 0}
|
||||
.fp-core{transition:opacity .6s ease}
|
||||
svg:hover .fp-wb{opacity:1;transform:scaleX(1.4)}svg:hover .fp-wo{opacity:1;transform:scaleX(1.3)}
|
||||
svg:hover .fp-core{opacity:1}
|
||||
@media (prefers-reduced-motion:reduce){.fp-wb,.fp-wo,.fp-core{transition:none!important}}</style><defs>
|
||||
<linearGradient id="fhb" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stop-color="#3AA8FF" stop-opacity=".46"></stop><stop offset=".55" stop-color="#3AA8FF" stop-opacity="0"></stop></linearGradient>
|
||||
<linearGradient id="fho" x1="0" y1="0" x2="1" y2="0"><stop offset=".45" stop-color="#FF8A1F" stop-opacity="0"></stop><stop offset="1" stop-color="#FF8A1F" stop-opacity=".34"></stop></linearGradient>
|
||||
<radialGradient id="fhr" gradientUnits="userSpaceOnUse" cx="122" cy="39" r="46" gradientTransform="translate(122 39) scale(1 .62) translate(-122 -39)"><stop offset="0" stop-color="#FFE2BD" stop-opacity=".42"></stop><stop offset=".25" stop-color="#FF8A1F" stop-opacity=".2"></stop><stop offset=".6" stop-color="#3AA8FF" stop-opacity=".08"></stop><stop offset="1" stop-color="#3AA8FF" stop-opacity="0"></stop></radialGradient>
|
||||
<clipPath id="fhc"><rect x="1" y="1" width="214" height="58" rx="11.5"></rect></clipPath></defs>
|
||||
<rect x=".5" y=".5" width="215" height="59" rx="12" fill="#0D0E12" stroke="#2A2D37"></rect>
|
||||
<g clip-path="url(#fhc)"><rect class="fp-wb" x="1" y="1" width="214" height="58" fill="url(#fhb)" opacity=".45"></rect><rect class="fp-wo" x="1" y="1" width="214" height="58" fill="url(#fho)" opacity=".6"></rect><rect class="fp-core" x="1" y="1" width="214" height="58" fill="url(#fhr)" opacity="0"></rect></g>
|
||||
<g transform="translate(10 10) scale(0.625)">
|
||||
<defs><linearGradient id="fhl0" x1="0" y1="0" x2="1" y2="0"><stop offset="0" stop-color="#3AA8FF" stop-opacity=".18"></stop><stop offset=".5" stop-color="#3AA8FF" stop-opacity="0"></stop><stop offset=".5" stop-color="#FF8A1F" stop-opacity="0"></stop><stop offset="1" stop-color="#FF8A1F" stop-opacity=".18"></stop></linearGradient>
|
||||
<linearGradient id="fhl1" gradientUnits="userSpaceOnUse" x1="26" y1="0" x2="38" y2="0"><stop offset=".3" stop-color="#3AA8FF"></stop><stop offset=".7" stop-color="#FF8A1F"></stop></linearGradient>
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After Width: | Height: | Size: 4.6 KiB |
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