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Author SHA1 Message Date
spoopyghosty0 13736d2524 Showcase: placeholders in the setup command; Monitor charts grow live on film
- The install tutorial (app screen and card) shows curl -fsS <your-PC-address>:8765/<one-time-code> | bash, so
  nobody takes the example for their own command; the card says FramePort fills them in.
- Videos: opening the Monitor tab no longer replays two minutes of samples (its charts raced to catch up); the
  charts start there and grow live, as in the app. The pretend frame rate holds ~72 fps with a short, shallow dip
  now and then (it sat at 55-61 fps for seconds). Both videos re-recorded.
2026-10-09 11:20:13 -04:00
spoopyghosty0 a069c79c73 Showcase: any number of videos (docs/showcase/videos/<name>.yaml), plus an install tutorial
- record_video.py replaces record_tour.py: one storyboard per video with its output, a start state (demo or
  fresh profile, Frame connected or not, start page, live or frozen stream), setup steps before filming, filmed
  scenes and instruction cards (eyebrow, heading, numbered steps, a command, a note) for what happens outside
  FramePort. --changed-since records the videos whose storyboard (or the recorder) changed; several videos record
  in separate processes.
- videos/install.yaml: download, first start, the welcome screen's tool download, the setup command, the command
  on the Frame (card), connected, scanning a folder, installing and playing a game (81 s).
- demo_home profile "fresh": FramePort's first start (empty library, welcome screen, nothing on the Frame); its
  games wait for the pretend folder scan. Fakes for a first start: no Frame discovery on the real network, the setup
  command shows the docs' example address, a pretend tool download, steps hooks first_run and pairing_done.
- CI records changed (or named) videos; releases attach every docs/media/frameport-<name>.mp4 as
  FramePort-<name>.mp4. INSTALL.md and README link the tutorial; SHOWCASE.md documents the storyboard format.
- Cards are opened by their title in both videos (a card's middle is its Install button).
2026-10-09 10:37:22 -04:00
spoopyghosty0 9ee9355348 SHOWCASE.md: the double render, --fast and failed shots 2026-10-09 08:44:57 -04:00
spoopyghosty0 0a2dbc3140 Library: a clear divider under the On your Frame shelf; showcase: in-game screenshots, verified renders
- Library: an "All games" label and a 2 px rule (blue→orange in Portal themes) between the shelf and the grid,
  hidden with the shelf.
- The pretend Frame's screenshots are the games' own in-game store screenshots (never cover art), installed games
  first; the running demo game is BONELAB (it has screenshots, so Take screenshot adds a real one).
- render_docs: a shot whose steps fail is retried in a fresh window and never written (a window that didn't connect
  had produced an empty Library); every shot is rendered twice in fresh windows and kept only when both agree (a
  misdrawn glyph, "7.θ W", slipped through once); changes from 0.04 % of the pixels count (the sidebar card
  showing another game is 0.12 %, run-to-run noise under 0.007 %). --fast renders once.
- record_tour: SHOWCASE_DEBUG=1 prints each step's start time. Docs images and the tour re-rendered.
2026-10-09 08:44:25 -04:00
spoopyghosty0 f7108c0ca4 Fix: a page change could die when a background thread set a control property mid-update
Flet packs a patch by iterating each control's _values dict; Prop.__set__ adds/removes keys there without a lock.
A property set on a background thread (the live Frame card's sample, job progress, the library loader) while the
event loop packed a patch raised "dictionary changed size during iteration" and the update was lost (seen in CI:
a sidebar click left the old page showing). serialize_flet_updates() now makes property writes take the same
re-entrant lock as patches (app.FLET_LOCK). Reproduced with Flet's own encoder: 16 failures in 4 s before, none
after; test_property_writes_wait_for_a_patch_being_packed. The showcase server and ui_smoke serialize like the app.
Tour re-recorded with the fix (clean, no fallback clicks).
2026-10-09 08:04:55 -04:00
spoopyghosty0 21d72e51ef showcase workflow: verification on ui-refresh done (3 runs: screenshots identical to the committed ones, tour recorded cleanly); main only again 2026-10-09 01:17:36 -04:00
spoopyghosty0 222633e462 Showcase: nav step (sidebar click checked against the page that shows; falls back to opening the route when a click's handler died in a Flet update race seen on CI); CI renders with Python 3.12 2026-10-09 01:08:16 -04:00
spoopyghosty0 f64c93b338 Showcase: every shot waits for its own page before the picture (CI caught Monitor still showing the warm-up page); settling needs 4 identical frames 2026-10-09 00:55:07 -04:00
spoopyghosty0 429899d6fc showcase workflow: one verification run on ui-refresh (temporary) 2026-10-09 00:40:52 -04:00
spoopyghosty0 f1486609ab test_showcase: the demo build's environment variables don't outlive the test 2026-10-09 00:40:51 -04:00
spoopyghosty0 e35170d4f9 Showcase: CI workflow, release asset, docs; screenshots and the tour rendered from the demo library
.github/workflows/showcase.yml renders the docs screenshots on UI pushes to main (and the tour when its storyboard or
scripts change, or on Run workflow), keeps every render as an artifact and opens/updates the PR showcase/update
when a picture visibly changed. Releases attach the tour as FramePort-tour.mp4. docs/SHOWCASE.md explains running
it, the step language and the CI flow; README opens with the teaser (link to the full MP4). Renders refuse
placeholder art (--allow-missing-art). tests/test_showcase.py: demo library, privacy scan, image threshold,
manifests (every docs image has a shot), step validation, element picking, pointer paths, ffmpeg graphs.
scripts/demo_record.py is replaced by the tour.
2026-10-09 00:37:39 -04:00
spoopyghosty0 80a5c0b6d6 Showcase: scripted demo tour (docs/showcase/tour.yaml -> record_tour.py)
One window on the demo library, driven by name like a person would (drawn pointer, eased curved paths, a ring on
each click), filmed with Chrome's screencast (1080p, constant 30 fps from the frame timestamps), then captioned
(lower thirds in the app's colours), given title/end cards and crossfaded by postprod.py (ffmpeg only). Writes
docs/media/frameport-tour.mp4 (+ poster, best quality within 12 MB) and the README teaser docs/images/tour-teaser.webp.
Installs in the tour run a scripted job through the real queue; --draft for quick storyboard checks, --names lists
the clickable names. Element finding prefers the innermost match (a list's text includes its rows').
2026-10-09 00:22:19 -04:00
spoopyghosty0 63f0125954 Showcase: demo library + docs screenshot renderer
scripts/showcase/: the fakes split out of ui_smoke (the pretend Frame now reads the demo library's state, fixed
dates, a Take screenshot fake, a frozen monitor stream for stills), web.py (the GUI in web mode driven by name
through Flutter's semantics tree, drawn cursor, eased pointer paths, settle detection, one browser per window),
steps.py (the step language shared by screenshots and the tour), demo_home.py (21 catalog games from
docs/showcase/demo-library.yaml + demo-analyses.json, art and store details fetched once and cached) and
render_docs.py (docs/showcase/shots.yaml -> docs/images, rewritten only on a visible change; --check for CI).
2026-10-09 00:00:13 -04:00
spoopyghosty0 5e7c07c98e Merge origin/main into ui-refresh
BONELAB 1.2974 / Sniper Elite VR / Star Wars Pinball VR fixes (pac_hints, unreal_ovrp_entrypoints, unreal_gl_shim, ovrpshim settings, ANALYSIS_VERSION 3) and catalog entries. Only conflict: the generated locales/template.json (regenerated). Agent stays v66 (main didn't bump it).
2026-10-08 22:38:32 -04:00
spoopyghosty0 00d2b3bf6b Deleting a screenshot also removes Steam's stereo copy (<name>_vr.jpg) that VR screenshots get 2026-10-08 22:33:39 -04:00
spoopyghosty0 02c697c2f0 Take screenshot via OpenVR: RequestScreenshot (SteamVR captures) + SubmitScreenshot (Steam saves it under SteamVR), ctypes on SteamVR's libopenvr_api.so; verified on the device. The dashboard's debug screenshot_request did nothing and is gone. Messages for SteamVR not running / headset asleep 2026-10-08 22:22:53 -04:00
spoopyghosty0 511051952c Screenshots: Take screenshot button (agent v66 take_screenshot = SteamVR's own screenshot_request over its web mailbox; waits for Steam's file, says when the headset is in standby) 2026-10-08 22:09:23 -04:00
spoopyghosty0 114b7cb4d6 Catalog: BONELAB works on 1.2068 and 1.2974 (owner's headset test of frame.slz_vulkan_hooks) 2026-10-08 22:08:29 -04:00
spoopyghosty0 a4d3ce5e00 Merge BONELAB 1.2974 fix by UnicronNL (GitHub #82)
frame.slz_vulkan_hooks: Stress Level Zero's plugin no longer intercepts Unity's Vulkan start-up and samplers (it called an invalid function right after OVRPlugin's pre-init instance was destroyed). Test fixture rebuilt by us, byte-identical. Owner's headset test: BONELAB 1.2974 plays well.

Closes #82

# Conflicts:
#	docs/GAMES.md
#	tests/test_patches.py
#	tests/test_triage.py
2026-10-08 22:07:54 -04:00
spoopyghosty0 b3095b110a Merge Sniper Elite VR fixes by UnicronNL (GitHub #81)
ovrpshim frame-begin gate and held-back physics update (per-game settings ovrp_begin_gate / ovrp_hold_physics, on in Sniper Elite VR's recipe), xrshim PCM vibrations, unity_oculus_check revision 5; artifacts rebuilt by us. Owner's headset test: Sniper Elite VR plays, Accounting+ unchanged, BattleSisters unaffected (settings off).

Closes #81

# Conflicts:
#	artifacts/SHA256SUMS
#	docs/GAMES.md
2026-10-08 22:06:18 -04:00
spoopyghosty0 dce2362cbb Live view: the in-window player reconnects (3x a minute) when its stream ends while the live view runs; starting without a Frame connection says so (it used to fail the helper upload with a NoneType error and fall back to x264); the relay logs viewers joining and leaving with the reason 2026-10-08 21:57:10 -04:00
spoopyghosty0 fb284b6fc4 Catalog: Star Wars Pinball VR (works; frame.unreal_gl_shim + frame.unreal_ovrp_entrypoints + frame.pac_hints, needs FramePort 0.12.1)
Closes #83
2026-10-08 21:56:46 -04:00
spoopyghosty0 c0df52b981 Unpaired pointer-authentication hints (frame.pac_hints, GitHub #83): with VR running, Star Wars Pinball VR died with SIGILL ILL_ILLOPN at an autiasp (*pc=0xd50323bf) on Unreal's HttpManager thread: its libUE4.so has 38 paciasp but 40 autiasp (OpenSSL's Poly1305 NEON assembly). Quest CPUs run PAC hints as NOPs, the Frame's CPU checks them. In a library whose counts differ, every paciasp/autiasp becomes a NOP in place (libraries using retaa/pacibsp forms are left alone). Suggested by the new triage signature pac-unpaired 2026-10-08 21:50:01 -04:00
spoopyghosty0 6782ace43d Live view: status and actions on one row, Play in/Quality/address on a second (one row squeezed the status into single words); a bottom gap keeps the in-window player off the window edge; while it plays in the browser or mpv the stage says so with Open in browser; ui_smoke renders the streaming bar with a local test stream 2026-10-08 21:48:11 -04:00
spoopyghosty0 71447c932f Live view: the in-window player falls back only when it shows no picture (position not moving within 12 s) or the stream really ends; media_kit's complete=false at start isn't a failure, its error messages are logged 2026-10-08 21:36:25 -04:00
spoopyghosty0 a1b0a3f350 Unreal OVRPlugin stand-ins (frame.unreal_ovrp_entrypoints, GitHub #83): Unreal's Oculus module dlsyms every ovrp_* function of the OVRPlugin it was built against and ANDs the results; OVRPort's OpenXR OVRPlugin lacks ovrp_GetPTWNear (Star Wars Pinball VR, UE 4.25 / OVRPlugin 1.44), so the wrapper failed, OculusHMD never pre-initialised and the game crashed without an HMD. Analysis records the engine library's ovrp_* names (extra.unreal_ovrp_lookups, ANALYSIS_VERSION 3); the patch compares them with the shipped libOVRPlugin.so and adds a generated libfp_ovrpstubs.so (DT_NEEDED of the plugin: dlsym on its handle searches its dependencies) whose stand-ins return ovrpFailure (stubgen result=). libUE4.so stays byte-identical. Suggested when the newest OVRPort runtime's plugin (tools.overport.runtime_lib) lacks a looked-up name (bundled fallback before a runtime is downloaded) 2026-10-08 21:33:06 -04:00
spoopyghosty0 df864e9fed GL shim keeps Unreal's multiview (GitHub #83): Unreal 4.25 only enables mobile multiview when GL_OVR_multiview, GL_OVR_multiview2 and GL_OVR_multiview_multisampled_render_to_texture are all listed (FOpenGLES::ProcessExtensions), so hiding the last one with gl_hide_msrtt switched multiview off. For Unreal (libUE4.so/libUnreal.so loaded, MSRTT hidden, multiview kept) the shim keeps that extension visible and maps glFramebufferTextureMultisampleMultiviewOVR to the single-sampled glFramebufferTextureMultiviewOVR (log 'multiview multisampled render-to-texture (N samples) drawn single-sampled'). Unity/other engines unchanged. Previous source rebuilt byte-identical before the change 2026-10-08 21:26:30 -04:00
spoopyghosty0 45bcc76436 Live view plays in the window (flet-video, Windows/macOS), else an mpv window, else the browser; Play in picks, Open in browser always there, automatic fallback
ui/live_players.py: embedded_available (win/mac with flet_video; Linux only with Flet's full client + libmpv), find_mpv, order (pick first, browser last), low-latency mpv properties, MpvWindow (fails over when mpv quits at once). flet-video==1.0.2 only off Linux (its Linux plugin links libmpv.so.1: the bundle wouldn't start without it). Relay unchanged: native players read /stream.mp4 (checked with ffprobe/ffmpeg, from the start and mid-stream).
2026-10-08 21:22:08 -04:00
spoopyghosty0 6595a31048 ovrpshim: frame-begin gate and held-back physics update only with the per-game settings ovrp_begin_gate / ovrp_hold_physics (default off; Sniper Elite VR's recipe turns both on). With them BattleSisters' hands lagged and its loading screen stuttered (owner's headset test); Accounting+ was fine. libfp_ovrp.so rebuilt 2026-10-08 21:13:28 -04:00
spoopyghosty0 1a6c3321a1 Empty screens: bigger portal on a soft portal light, inviting headings and what each tab does (feature cards); idle Live view as a framed screen with Start; tips under Type on Frame 2026-10-08 21:03:37 -04:00
spoopyghosty0 b21ef9ece6 Library cards: the hover zoom stays inside the card (cover in its own rounded clip); a strip of art showed below the bottom fade 2026-10-08 20:33:59 -04:00
spoopyghosty0 9b3c3b330a Cover buttons: play arrow centred (Material's glyph is already optically offset), smaller (60 px cards, 48 px shelf); ui_smoke shoots the Install/Update cover buttons 2026-10-08 20:22:46 -04:00
spoopyghosty0 46d8c5c379 demo_record: cards clip (hover, Play, launch rings, game page Play/Install); ui_smoke's pretend Frame can launch games 2026-10-08 20:15:12 -04:00
spoopyghosty0 f4bcb658e1 Unreal GL shim (frame.unreal_gl_shim, GitHub #83): Star Wars Pinball VR crashes ~3 s in with fault addr 0x10000 on the RHIThread in libgallium_dri.so: Unreal's mobile MSAA renders through multisampled render-to-texture and Zink's find_rp_state indexes rendering_state_cache[6] one past its end. The GL shim hides MSRTT (gl_hide_msrtt); it now also keeps multiview for Unreal (libUE4.so/libUnreal.so, like Unity). Offered for Unreal GLES games, suggested by the new triage signature unreal-msrtt-crash, not from the APK alone. Old glshim source rebuilt byte-identical before the change 2026-10-08 20:11:40 -04:00
spoopyghosty0 76542b53e5 Library cards: hover lift, art zoom and scrim; frosted Play/Install button that fills on hover; launch animation (portal rings + Starting on Frame…); filled Frame glyph on solid buttons
C.CoverButton (grid + shelf), library.card_hover/hover_motion/scrim, game page Play shows Starting on … with a spinner; glyphs.solid + frame-solid.svg for primary buttons; reduce motion skips lift/zoom/rings. ui_smoke: card hover, button hover and launch frames.
2026-10-08 20:05:15 -04:00
spoopyghosty0 088dac8fb6 Callout bars centre their icon (text + buttons in one row); wrapping text keeps it at the first line 2026-10-08 19:48:06 -04:00
spoopyghosty0 4a511ca6e3 Merge origin/main into ui-refresh
Main's microSD drives (agent v63), Linux app icons (agent v64), OBB detection, re-analysis and catalog entries,
on top of the UI refresh. Our monitor modules ({"modules": [...]}) move to agent v65 (MIN_AGENT_MODULES = 65).
Main's new UI uses the refreshed components: "Move to…" is in the game page's sectioned menu (MenuState.movable),
the .obb question and the Move dialog use C.dialog, the Frame page's drive picker C.dropdown, line-style icons.
2026-10-08 17:01:24 -04:00
spoopyghosty0 35da9c569a Updates show a changelog: every version since yours in the update dialog, What's new after updating, Settings changelog
updates.fetch_changelog (GitHub releases list, cached 6 h, offline-safe), whats_new() strips the release footer, changelog_for/recent_history/pending_news (setting update.last_seen_version); update dialog lists each version (newest open), Library bar after an update, Settings -> Updates What's new...; ui_smoke --update uses fake changelog data.
2026-10-08 16:56:10 -04:00
spoopyghosty0 dec7b2a9ec Transit portal in 3D: the cover passes over the rim's blue half and under its orange half; soft drop shadow
The portal is drawn as two layers around the cover (portal_back: shadow, hole, PC half; portal_front: Frame half), arcs of one ellipse in a shared viewBox. The track is taller than the cover so the ring shows above and below it. Shadow faked with stacked translucent outlines (flutter_svg has no filters). TRANSIT_REV 2.
2026-10-08 16:53:57 -04:00
spoopyghosty0 ba1ed72a55 docs: Install with FramePort button (Portal glow badge: still, animated, hover SVG + 2x PNG) and INSTALL_BUTTON.md 2026-10-08 16:42:04 -04:00
spoopyghosty0 e4f70144e9 Unity split-binary builds expect an OBB too (GitHub #92): analysis extra.unity_split → expects_obb, ANALYSIS_VERSION 2
analysis/unity_split.py: an XR-plugin build (Oculus XR Plugin / Unity OpenXR library) without assets/bin/Data/UnitySubsystems/ in the APK (zip names only), or BuildSettings listing more scenes than the APK has levelN files (globalgamemanagers loose, or its node read from the head of data.unity3d: only the blocks up to it). Exact on the 48 Unity APKs of both dump folders: all 13 split builds flagged, none of the 17 full builds (whose OBBs are asset bundles or sound banks). The missing-OBB warning and launch-test finding now cover them; existing entries are re-analysed at the next start.
2026-10-08 16:39:12 -04:00
spoopyghosty0 020334b37b OBBs found by file name: (main|patch).<versionCode>.<package>.obb next to the APK, in an obb folder beside an apk folder, or in a SideQuest backup (GitHub #85, #91)
quest_dump.find_data: after the folder-layout checks, search the APK's folder, its parent and up to 3 levels below each (folders with their own APKs are other games) for the package's expansion files; the folder with the APK's own versionCode wins, per kind the newest file not newer than it, else any version. When that folder holds other things too (the APK, other games' OBBs), the entry gets data_files and only those files are uploaded, counted and deleted with the game; no language-pack/content-file lookup there. Both dump folders scan identically (62/47 games).
2026-10-08 16:39:11 -04:00
spoopyghosty0 24a98ab263 Linux apps use their own icon (agent v64): Desktop Mode entry, Steam shortcut, library
The agent copies an AppImage's .DirIcon / the bundled .desktop file's Icon= (hicolor, pixmaps; symlinks resolved
and kept inside the app folder) to <anchor>/artwork/app-icon.{png,svg} at finalize_linux and when menu entries are
refreshed, and uses it for the menu entry's Icon= and the Steam shortcut (PNG only) unless the user chose an icon
(artwork/.icon-source = custom, sent by the PC with every art upload). StartupWMClass comes from the app's .desktop
file. A PNG goes back to the PC and becomes the library icon when there is no pick or store icon (no .picked;
.app-icon marker); folder apps get it at add time.

Closes #99
2026-10-08 16:33:16 -04:00
spoopyghosty0 ba2ddef525 Transit: the portal stays at the PC/Frame boundary and the game passes through it during the upload; short Library right-click menu (full menu on the game page)
- transit.position(): Analyze/Patch/Sign bring the cover up to the portal (fixed at PORTAL_AT = 0.5), Upload carries it across under the portal (drawn on top), Install/Test on to the headset; steps row weighted so Upload sits under the portal
- menus.quick_menu: Play · Open game page · Select · Install/Update · Game settings… · More actions… · Uninstall · Remove; job: Show progress · Cancel · Open game page
- More actions… opens the game page and its full '…' menu (a ContextMenu around the button, opened from code: app.open_game_menu)
- tests for the position mapping and the short menu; help text and CLAUDE.md updated
2026-10-08 16:28:56 -04:00
spoopyghosty0 58563b99a5 Re-analyse library entries an older FramePort analysed (GitHub #104)
detect.ANALYSIS_VERSION (stored as analysis.extra.analysis_version, bumped
whenever analyze() gains a field): Quest/Android entries below it whose APK
still exists are analysed again in a background thread at the GUI's start
and before a build (pipeline.refresh_analyses). Only analysis and suggested
change; recipes the user didn't edit follow the new suggestion (e.g. an SDL
app gets frame.sdl_clipboard once sdl_java exists), user recipes, tags, art,
titles and builds stay. An unreadable APK keeps its entry and is marked
analysis_failed (not retried until the next bump); a missing one is tried at
a later start. Analyze again sets the version too. Rift/Linux entries skipped.
PLAYBOOK row + CLAUDE.md note.
2026-10-08 16:25:35 -04:00
spoopyghosty0 9013a7d13c Catalog: AgeOfJoy (works)
Closes #103
2026-10-08 16:14:38 -04:00
spoopyghosty0 f36a17b46a Catalog: Pistol Whip (works)
Closes #100
2026-10-08 16:14:36 -04:00
spoopyghosty0 7335ff2ce5 Catalog: VR HOT Quest (works)
Closes #98
2026-10-08 16:14:33 -04:00
spoopyghosty0 21c039f9b3 Catalog: Retronika (works)
Closes #97
2026-10-08 16:14:31 -04:00
spoopyghosty0 b20591540b scripts/demo_record.py: record short clips of the real GUI's animations (transit, live card, navigation, selection, themes)
- One Playwright context per clip (record_video), web mode with ui_smoke's fake Frame; MP4 (x264) + poster JPG via ffmpeg, blank start trimmed
- ui_smoke: install_fakes()/attach_fake_frame() factored out so the recorder reuses them (behaviour unchanged)
2026-10-08 15:40:40 -04:00
spoopyghosty0 f3dee5425e Library: the On your Frame shelf stays in select mode (hiding it moved the grid under a drag-select) 2026-10-08 00:13:25 -04:00
spoopyghosty0 676b025c5b ui_smoke: steps wait for their screenshot and mouse actions (names always match what they show)
- driver/shooter hand-off: the driver runs a step, signals ready, then waits (240 s max) for the shooter's screenshot + mouse actions before the next step; fixed STEP_SECONDS and the compensating sleeps (library-typed/-cleared, --hover, --gestures, --links) removed
- new step library-shelf-hover (the shelf's first card hovered: its Play button); hover positions per step
- mouse actions that save their own picture (menus) skip the duplicate -mouse shot; the -mouse shot waits the paint delay (typed search showed half-faded results)
- --links keeps the 1440x900 Add games click; --gestures positions updated for the shelf, fake screenshots keep the same day layout at any hour
2026-10-08 00:10:09 -04:00
spoopyghosty0 fac72d17c8 Setup checklist with inline fixes, gentle motion (Reduce motion setting), Settings index
- C.checklist/C.Check replace status_row: Frame 'Ready to play' (Install Lepton, Install Proton, Test, Restart the Frame when kernel keys run high), Settings Tools (Install per missing tool) and This PC
- Views fade in (150 ms AnimatedSwitcher, same-route redraws swap in place); the wordmark portal pulses once on connect; Settings > Appearance 'Reduce motion' (ui.reduce_motion) turns both off
- Settings: fixed index column (Appearance first, Remove FramePort last) that scrolls to sections; ui_smoke step settings-index
- Tests: checklist items, section order, reduce-motion default
2026-10-07 23:49:39 -04:00
spoopyghosty0 a2fa6021f5 Library 'On your Frame' shelf, cover-tinted game pages, portal empty states
- Library: 'On your Frame' row above the grid (installed/outdated games on the connected Frame, most recently used first, max 8, wide covers, Update ready pill, Play on hover, click opens, right-click = the game menu); hidden while searching/filtering, in select mode or without a Frame; cards reused, updated with the grid
- Game page: cover tint (thumbs.compute_tint: Pillow quantize, most common colourful entry, clamped to lightness 0.35-0.55 / saturation <= 0.55, cached as t_tint_<sha8>.json next to the thumbnails, computed in prewarm or in the background) as a glow around/inside the hero and a faint wash at the top of the page
- C.empty_state: the transit portal + the context icon on a soft glow (C.portal_scene) for every empty state
- Tests: shelf selection, tint helpers, compute_tint cache; radius-token test ignores RadialGradient fractions
2026-10-07 23:35:49 -04:00
spoopyghosty0 c492e662cb Quiet rows (actions on hover, portal-fade selection), Live view and Type on Frame trimmed, transit upload progress monotonic
- C.quiet/C.reveal: row/tile actions + checkboxes at opacity 0 until hover, keyboard focus or selection (space kept)
- Files rows: checkbox shows on hover/focus/select mode, actions on hover/focus or when the row is selected; selected rows get C.selected_style
- Screenshots: checkbox on hover/focus or while anything is selected; selected tiles get a 2 px accent border + subtle fade; labelled "Select all"
- Library select mode: selected cards get the 2 px accent border + subtle fade (hover scale/shadow unchanged)
- selected_style(subtle=True) for overlays on pictures
- Live view: one help line + help icon, status/Quality/Start in one bar, portal + headset empty-state hint while not streaming
- Type on Frame: the repeated callout replaced by one line + help icon under the input
- Transit: Monotonic keeps the bar from moving back within a run (a new stage cleared the job's fraction); cover 1.4x larger and placed just before the portal; tests
2026-10-07 23:20:59 -04:00
spoopyghosty0 ce803340b0 Install progress as a transit: the game crosses the portal from the PC to the Frame (sidebar, game page, Activity)
- glyphs.transit_parts: the logo's monitor, portal and headset drawn whole (same paths/strokes), per theme colours, cached by TRANSIT_REV
- ui/transit.py: pure stage-name mapper (Analyze/Patch/Sign/Upload/Install/Test, overall fraction, waiting/failed, frame/pc) + tests
- components.Transit: created once, set() updates properties; cover rides into the portal at the progress head
- sidebar activity card (compact), game hero (updated from _on_job, no re-render), Activity running tile
- ui_smoke: a pretend running install (transit-game, transit-activity)
2026-10-07 23:08:58 -04:00
spoopyghosty0 3e8a480ea6 Android version / web wrapper: warnings only, never unsupported from the manifest alone (owner's call): the recipe notes, game page (warning callout) and CLI say what the manifest asks for; a launch test's triage (android-too-new, web-wrapper) decides 2026-10-07 23:08:36 -04:00
spoopyghosty0 4be34d20ca Live Frame card: the running game, its frame rate and the battery in the sidebar, from the shared monitor hub (Settings switch)
- app owns one MonitorHub; the Monitor tab subscribes (all modules) instead of owning a MonitorSession; the hub reconnects, _poll retries an error
- sidebar Frame card: battery ring (C.gauge), name + connection line; now-playing row (art, title, playing time, fps by level, 2-min sparkline) opens the Monitor
- card subscribes to games + battery every 5 s while connected, paused during uploads; setting ui.live_frame_card in Settings > Appearance
- ui/frame_card.py pure helpers + tests; ui_smoke injects FakeMonitorSession into the hub
2026-10-07 22:53:11 -04:00
spoopyghosty0 ea2cd893b4 Linux apps in Desktop Mode's menu: per-app switch on the game page, docs
The game page's "What FramePort will do" for a Linux app gets a Desktop Mode switch ("In the menu and on the
desktop", default on): kept in the library entry (desktop_entry; patches don't apply to Linux apps), passed to
finalize_linux at install and applied at once on the Frame through the agent's desktop_entry command when the app is
installed. The agent side (menu + desktop .desktop files, launcher with FRAMEPORT_DESKTOP=1, refresh for existing
installs, removal on uninstall/purge) came with agent v63. Help text desktop_entry, INSTALL/FRAME_RUNTIME/PLAYBOOK,
CLAUDE.md. Game Mode's Steam Input problem from the report is separate.

Closes #84
2026-10-07 22:46:38 -04:00
spoopyghosty0 a90a8c27dc Install to and move games to a microSD card: Frame page Storage section, game menu Move to…
The Steam Frame page lists the Frame's drives (filesystem, free space, games on each; exFAT/NTFS cards say why they
can't hold games) and sets where new games go (library setting install.drive, default internal storage). Game menu
→ "Move to…" (Frame-installed games, agent v63) picks a drive in a dialog and queues a Frame job that follows the
agent's copy with progress (cancellable until the copy starts). The game page and the Frame page's installed list
show "on SD Card" / "SD Card not inserted"; a game whose card is out counts as installed, not "Not installed".
Help texts install_drive / move_game, ui_smoke --fake-frame drives + the Move dialog, docs (FRAME_RUNTIME "Where
FramePort keeps games", INSTALL, PLAYBOOK row, CLAUDE.md).

Closes #90
2026-10-07 22:46:37 -04:00
spoopyghosty0 9d0d72c40a Agent v63: games on another drive (microSD) and Desktop Mode entries for Linux apps
#90: `drives` lists internal storage, the drives under /run/media (from /proc/mounts) and the drives of Steam
library folders, with free space and whether they can hold games (vfat/exfat/ntfs can't: Lepton data and Proton
prefixes need Unix permissions and symlinks; read-only mounts neither). Games on a drive live in
<mount>/FramePort/<pkg>; the anchor stays internal, so the Steam shortcut never changes. prepare/prepare_pcvr/
prepare_linux take dest (free space from it); a drive that isn't mounted is an error, never a silent fallback to
internal storage, and an installed game keeps its folder. `move` (refused while the game runs, free-space check)
renames on the same drive, else copies with cp -a (in podman's user namespace when podman is there: container-owned
files), checks file count + bytes, retargets symlinks into the old folder (LibOVRRT redirect), points launch.sh at
the new folder (Quest: the app_dir line; Linux/PC VR: written again from the install record, which now keeps env and
game args) and rewrites deployment.json before removing the old copy; detached via systemd-run with a status file
(move_status). list_installed adds drive + drive_missing; launch refuses a game whose card is out; cleanup may remove
leftovers in a drive's FramePort folder (never an installed game); purge/uninstall remove an empty FramePort folder.
PC: install/drives.py (list, setting install.drive, move with progress, picks a running move up again), targets
pass dest for Quest/PC VR/Linux installs, CLI `frameport frame drives`, `frameport frame move <pkg> --to`,
`frameport install --dest`.

#84: finalize_linux writes ~/.local/share/applications/frameport-<slug>.desktop (+ an executable copy on ~/Desktop
when it exists; Exec quoted per the Desktop Entry spec, X-FramePort-Package marks ours) unless desktop_entry is off;
`desktop_entry` command switches it per app; ensure_host_fixes adds entries for existing Linux installs and drops
stale ones; uninstall/purge remove them. The Linux launcher with FRAMEPORT_DESKTOP=1 skips the Steam-parent
watchdog and Steam's display (upgrade_launchers updates existing launchers).
2026-10-07 22:46:36 -04:00
spoopyghosty0 56d2ac117f Missing OBB: analysis extra.expects_obb (Unreal's GameActivity.bHasOBBFiles, UE4 and UE5 names); a game that expects one but has no data folder gets an error callout on the game page, a question before install (default: skip) and a warning in frameport scan/install, and a launch test without frames gets the missing-obb finding from the library (GitHub #85: TRIANGLE STRATEGY was installed without its OBB and hung silently after OVRPlugin's JNI_OnLoad). In the dumps every Unreal game with the flag has its data folder 2026-10-07 22:42:41 -04:00
spoopyghosty0 cb8202d891 Scan: OBBs in more backup layouts (quest_dump.find_data_dir): a <package> folder with .obb files up to 3 levels below the APK's folder (obb/<package>/, OBB/, Android/obb/<package>/) or 2 below its parent, skipping neighbouring folders with APKs of their own (other games/versions); <game>/apk(s)/ + <game>/obb/<package>/ (SideQuest-style backups) is one game named after <game>. The data folder is always the one holding the .obb files (obb/<package>/ used to be sent as obb/ and land one level too deep). Both dump folders scan exactly as before 2026-10-07 22:42:40 -04:00
spoopyghosty0 029b0674d1 Web wrappers: a Trusted Web Activity (manifest meta-data android.support.customtabs.trusted.DEFAULT_URL, resolved through resources.arsc, or androidbrowserhelper's LauncherActivity) is analysis extra.web_wrapper with its URL; suggested status unsupported, the game page/CLI say to open the site in a browser (GitHub #86 Mahjong Table VR opened Meta's com.oculus.browser, which the Frame doesn't have). Triage web-wrapper 2026-10-07 22:42:39 -04:00
spoopyghosty0 c852473a43 Android version gate: analysis records the APK's minSdk (extra.min_sdk, read from the original: OVRPort lowers it to 29); above 32 the suggested status is unsupported and the game page/CLI say which Android it needs (GitHub #71/#72: minSdk 34 apps crash at start on android.window / VarHandle fences, Lepton runs Android 11). minSdk 32 stays allowed: 16 working catalog games declare it. Triage android-too-new 2026-10-07 22:42:38 -04:00
spoopyghosty0 a4e8e20fcd Library: start typing anywhere to search
- Keys typed on the Library (no dialog open, search not focused) go into the search and focus it, cursor at the end; Backspace removes the last character; Esc in a non-empty search clears it
- Pure helpers library.typed_char / should_capture (tested); C.dialog_open reads Flet's page._dialogs (snack bars don't count)
- Search hint "Type to search games and tags"
- "Add a PC VR game folder…" is now "Add a PC game folder…" (it adds Windows games too)
- ui_smoke: library-typed step types "arc" after clicking the header
2026-10-07 22:41:34 -04:00
spoopyghosty0 fc1bee2673 Menus: grouped sections with headers, Select near the top, launch test under Troubleshoot, destructive last; compact rows
- ui/menus.py (no controls): menu_sections() builds a game's menu for the Library right-click and the game page's "…" (Header entries for Artwork/Recipe/Troubleshoot, destructive items last after a divider; the page leaves out what its hero and Where-it's-installed cards offer; Type on Frame left the game menu; "Run launch test on …"; Analyze again also on the page); process_menu() for Monitor (Copy first, End…/Force quit… with distinct icons, End game… last, disabled "Protected by SteamOS")
- C.menu_items: 32 px rows, small-caps headers (dropped when empty), ICON_S icons, disabled items without a handler; C.menu_button/C.check_item; menus get a BORDER_STRONG border + shadow (PopupMenuButton and theme popup_menu_theme for ContextMenus)
- Add games menu: new labels/icons, Rescan folders at the end (toolbar button kept); docs/help updated
- Icons whose ROUNDED variant is filled are OUTLINED again (Monitor nav, Sleep, file types, …); the consistency test checks an explicit line-style allow-list
- Library Tags chip: the tag icon no longer overlaps its label
- tests/test_menus.py; ui_smoke shoots the Add games and game page menus
2026-10-07 22:30:48 -04:00
spoopyghosty0 acf1ef1da2 haptic_fix: keep revision 2 (owner's call, drop this commit to keep #81's bump)
The PCM conversion is preventive (Sniper Elite VR and Hyper Clinic send envelopes), and revision 3 would show
'Update on Frame' for every build with adapter.haptic_fix (suggested for every OVRPlugin game), including builds
where upstream.py already left the workaround out. Same reasoning as rect_clamp. New builds get the PCM conversion
anyway (the artifact is rebuilt).
2026-10-07 22:27:16 -04:00
spoopyghosty0 5fe120e897 Sniper Elite VR follow-up: merge the new haptic OOM PLAYBOOK row into the existing one (same OVRPort bug, now with the upstream-fix note); wrap unity_oculus_check's description to 120 columns (ruff); regenerate docs/GAMES.md 2026-10-07 22:25:43 -04:00
spoopyghosty0 41624c8dbd Rebuild libfp_ovrp.so and libframe_xrshim.so from the reviewed sources (native/build.py --only ovrpshim,xrshim, NDK r27c; the previous sources reproduce the committed artifacts byte for byte) 2026-10-07 22:23:19 -04:00
UnicronNL e8ec39db86 Sniper Elite VR: works (GitHub #81)
- native/ovrpshim: libunity.so's ovrp_BeginFrame/ovrp_EndFrame go through the shim; the frame wait waits <= 50 ms
  for the last waited frame to begin and skips otherwise (the game deadlocked at its Init scene when Unity skipped a
  begin); a begin/end of another index while a wait is outstanding gets the waited index. The physics-step
  ovrp_Update2 is held back (prediction 0 located the controllers in the past on the Frame: the hands lagged).
  frame.unity_oculus_check revision 5.
- native/xrshim: PCM vibrations (XrHapticPcmVibrationFB) become one plain vibration too; haptic_fix revision 3.
- Catalog: works with frame.unity_oculus_check + haptic_fix, min_app 0.12.1. Triage unity-frame-not-begun (info),
  PLAYBOOK rows and how to get all-thread backtraces with gdbserver64 inside the container, test.
2026-10-07 22:21:08 -04:00
spoopyghosty0 936d4b188b BONELAB: catalog note leads with the per-build status (GAMES.md showed only 'One recipe for both builds.'); regenerate docs/GAMES.md (also adds the missing Doom3Quest row) 2026-10-07 22:20:24 -04:00
UnicronNL e9ab1489cc BONELAB 1.2974: frame.slz_vulkan_hooks (GitHub #82)
Stress Level Zero's graphics plugin (libSLZQuestNative.so) hooks Unity's Vulkan start-up and vkCreateSampler; on
the Frame its vkCreateInstance wrapper calls an invalid pointer right after OVRPlugin's pre-init instance is
destroyed (pc 0, a jump into an unloaded library, or a hang). The new patch turns the plugin's two registrations into
no-ops (found through its exported functions, 4 bytes each), so Unity starts Vulkan itself; ~35 s of shader
prewarming without the plugin's pipeline cache, then 72 fps (headless). One BONELAB recipe serves 1.2068 and 1.2974.
Triage slz-vulkan-hook-crash, PLAYBOOK row, tests with a fixture built from tests/fixtures/src/fakeslz.S.
2026-10-07 22:15:57 -04:00
spoopyghosty0 1043eb1d1b Catalog: Richie's Plank Experience (works)
Closes #95
2026-10-07 22:13:33 -04:00
spoopyghosty0 0f444da595 Catalog: RUINSMAGUS (works)
Closes #89
2026-10-07 22:13:27 -04:00
spoopyghosty0 fda644d036 Catalog: GORN2 (works)
Closes #88
2026-10-07 22:13:19 -04:00
spoopyghosty0 fa0fbbd29a Catalog: Time Crisis VR (Experimental) (works)
Closes #80
2026-10-07 22:13:14 -04:00
spoopyghosty0 ad8847509b Shared components: one dialog, button, field, segmented, selection and spinner style everywhere (+ guard test)
- theme: RADIUS_XS, ICON_S/M/L, DIALOG_S/M/L, T_DISPLAY (scaled); tooltip radius token
- components: C.dialog/C.viewer (12 px corners, semibold title, size tokens), C.danger (+outline), C.primary_menu (Add games looks exactly like C.primary), C.field/C.search/C.dropdown, C.segmented, C.selected_style, C.spinner, C.hoverable; C.dot scales its size
- every AlertDialog, ProgressRing, TextField, Dropdown and the Monitor SegmentedButton migrated; Files locations, exe rows, theme cards and the sidebar use selected_style (dual: portal fade + white icon)
- ROUNDED icons everywhere (all OUTLINED had a twin), CLEAR -> CLOSE; raw radii/title sizes -> tokens; ink on clickable tiles/chips/switch labels
- tests/test_ui_consistency.py guards it (AST over ui/)
2026-10-07 22:08:36 -04:00
spoopyghosty0 627c05bf98 UI text: snooze for Later, Frame picker, clear labels, tr() everywhere, one vocabulary
- updates.snooze()/hidden(): the update banner's "Not now" hides a version for 24 h (update.snoozed); "Skip this version" unchanged
- Frame page: "Switch Frame…" opens a picker of remembered Frames (+ "Find another Frame…"); separate Disconnect button
- Labels: Update Steam art on Frame, Reset to suggested recipe… (asks first; pipeline.reset_recipe without the duplicated Rift branch), Uninstall from this PC…, Change program…, Share working recipe…, Force quit/End game…, ellipsis on everything that opens a dialog/picker or asks
- One Developer Mode path (Settings → System → Enable Developer Mode / Settings → Developer → Pair new host); linux_app help points to FEX
- tr() for the remaining visible strings (install status, job stages, update dialog, settings, files); this PC, recipe, program, for example, 50%, US spelling, Steam IDs, arm64
- Long callouts (live view, Type on Frame, pairing, library empty state) shortened, details in help texts
- tests/test_ui_text.py: untranslated literals, "..."/"e.g.", vocabulary, Switch Frame not wired to disconnect; snooze expiry test
2026-10-07 21:50:21 -04:00
spoopyghosty0 b82b714165 Monitor hub: one modular monitor stream for every view (agent v63: _monitor collects only requested modules)
- agent: {"modules": [...]} control message, monitor_plan(); default = all (older clients unchanged); GPU busy needs the process scan
- frame/monitor_hub.py (no Flet): subscribers with modules + interval, one session for the union and the fastest interval, fan-out, pause, reconnect, filter/pause/kill/end_game pass-throughs
- MonitorSession.set_modules (agent >= 63); tests/test_monitor_hub.py
2026-10-07 21:42:37 -04:00
spoopyghosty0 3446999109 Upstream fixes replace our workarounds per build (patches/upstream.py)
Each build probes OVRPort's output for registered upstream fixes and leaves out the workarounds they make
unnecessary (recipes unchanged: builds with an older runtime keep them). Logged ("not needed: ..."), recorded in
build.superseded, left out of settings.conf at install, shown on the game page and in `frameport show`;
FRAMEPORT_KEEP_WORKAROUNDS=1 turns it off. Registered: ovrport.haptic_envelope (-> adapter.haptic_fix) and
ovrport.microphone_stream (-> frame.ovr_microphone), both fixed in OVRPort runtime 3.4.3-aa54c3f (ovrport/app#73;
haptics verified in the headset with Lucky's Tale). Probes checked against both real runtimes; fixtures in
tests/fixtures/src/fakeruntime.S.
2026-10-07 21:02:12 -04:00
spoopyghosty0 0bfdfbd0e8 Themes for the features merged from main: Monitor tab, Sparkline, Portal's own info colour
- Monitor: its colour maps (levels, process groups, CPU clusters, power split) refill on a theme change; restyle()
  stops and drops the Monitor view like the other kept views
- Sparkline's default colour is read when it's built (it was captured at import)
- Portal themes: INFO is a cyan of its own (#5CD0E6); it equalled PC's blue, so the Monitor showed Steam and SteamVR
  processes, and CPU and memory, in one colour
- Translation template regenerated after the rebase
2026-10-07 20:13:29 -04:00
spoopyghosty0 19addc1570 ui_smoke: a warm-up screen while the web fonts load (the first shot measured text with a fallback font: wrapped and overlapping labels) 2026-10-07 20:01:10 -04:00
spoopyghosty0 1f35c77a69 Selected sidebar tab: white icon on the portal fade in dual themes (an orange icon clashed with it) 2026-10-07 20:00:45 -04:00
spoopyghosty0 5973b6c85c Wordmark with a portal between Frame and Port; glyphs match Material icons in menus
- Dual themes: "Frame" (accent), a small tilted portal (rim from the accent into SECONDARY around a dark hole,
  generated in the active theme's colours, also for installed themes: glyphs.portal_mark), "Port" (SECONDARY)
- Glyphs: stroke 2 (was 1.75, lighter than Material's icons); menu items tint them TEXT like Material's own icons
- ui_smoke: waits until the web server listens (a fixed 6 s failed with a second smoke run on the machine)
2026-10-07 20:00:45 -04:00
spoopyghosty0 d74dc1aa61 Portal (OLED) and Original themes, installable theme files, both portals in the Portal theme
- Built-ins: Portal (default), Portal (OLED) (true black) and Original (the former violet; "classic" still maps to it)
- Portal now uses both of the logo's portals: orange stays the main action and selection; the new SECONDARY token
  (blue) colours outlined buttons, progress bars and switch tracks; "dual" themes add the blue-to-orange sidebar
  edge, the two-colour wordmark and the selected tab's fade. Original looks exactly as before
- Theme files: <data>/themes/*.json (name, base, dual, any subset of the colour tokens), checked on install (dark
  background, readable text, known colours; T.ThemeError says why). Settings -> Appearance: "Install theme file...",
  "Copy this theme as a file" (a template), a bin icon removes an installed theme
- docs/THEMES.md + docs/themes/example-theme.json (kept valid by a test); ui_smoke --themes includes installed themes
2026-10-07 20:00:44 -04:00
spoopyghosty0 7b14207f81 Portal theme, FramePort logo and glyphs, live theme switching in Settings
- Logo (a monitor that goes through a tilted portal and comes out as the Steam Frame) in the sidebar and welcome
  screen; src/assets/icon.png is the bundles' app icon (flet build; PyInstaller fallback via --icon)
- 24 px line glyphs (ui/icons/glyphs, ui/glyphs.py) replace Material icons for FramePort's own concepts: Frame,
  launch test, PC, live view, screenshots, Type on Frame, verified recipe, rebuild; shown as tinted images through
  C.as_icon and the button/menu helpers (same size as the Material icons next to them)
- Colour themes, dark only: "portal" (default; orange accent, blue PC side, status colours chosen so warnings never
  read as the accent) and "classic" (the previous violet). Settings -> Appearance theme cards switch live:
  app.restyle() rebuilds the shell and drops cached views (setting ui.theme)
- Theme colours are read when building: default arguments no longer capture tokens, module-level colour maps refill
  through T.on_change; tests/test_theme.py checks both
- ui_smoke.py --themes renders the picker and every theme after a live switch
2026-10-07 20:00:30 -04:00
spoopyghosty0 d6f87f79a6 Live view: status updates from the ticker/start/stream-end threads go through components.LoopUpdater (the GUI logged 'dropped a patch for unknown control' during the owner's test, the same cause the Monitor tab fixed) 2026-10-07 19:52:09 -04:00
spoopyghosty0 24a1ef9f1d Live view: less delay with sound. The -1 s video input offset (1080p fix) made ffmpeg release video in clumps (output gaps up to 550 ms: a longer, stuttering browser delay, worse with sound); -0.25 s keeps 1080p from stalling and the output steady (measured on the Frame with sound playing). Player: no speed-up while sound is on (Chrome keeps ~0.6 s of audio ahead and stalled 8x/30 s at 1.1x, 1-2x without; same ~1 s lag; muted ~0.3 s); the Sound on tooltip says so 2026-10-07 19:44:46 -04:00
spoopyghosty0 ae4904c7d9 Live view: 1080p no longer drops frames with sound on (ffmpeg paced its inputs against pulse's late audio and stopped reading the video for up to 0.7 s, blocking fp_venc's writes; -itsoffset -1 on the video input keeps it from counting as ahead). Found with fp_venc's new timing stats (write_ms 17-38 avg, 260 max at 1080p) and a busy 1080p replay into the real pipeline: 20 s took 34-47 s with sound, exactly 20 s with the fix; output A/V spans unchanged 2026-10-07 19:13:45 -04:00
spoopyghosty0 b142f7c0ac Live view: Stop ends a backed-up stream (fp_venc blocked in a write never saw stdin EOF and ffmpeg's output wasn't drained after the channel closed: both stayed on the Frame holding the headset view open, found after the owner's 1080p run). The script reports its process group; close() waits 2 s and then kills the group. Helper uploads use their own temp name (two starts raced on fp_venc.new). Verified on the Frame: forced kill path and the normal stop both leave nothing running 2026-10-07 18:37:11 -04:00
spoopyghosty0 934f356927 Live view: the panel warns when the Frame drops frames (encoder stats per 10 s: late + skipped slots >= 5 %, 'choose a lower quality'); fp_venc stats add per-window convert/write timing and no-free-buffer counts to find why 1080p stalled (owner: 1080p choppy, 360p smooth; log: 208 of 320 slots, 172 late, 104 skipped) 2026-10-07 18:09:15 -04:00
spoopyghosty0 a61764960d Live view: even frame timestamps and VBR after the first headset test
Owner's headset test (720p): heavy compression artifacts and many dropped-looking frames.
- Frames stamped on arrival (wall clock) bunched when ffmpeg read several at once (gaps of 0-10 ms and 45+ ms). The
  input stays on the wall clock (read in step with pulse's audio; setts alone held output ~7 s), and setts now
  numbers the output frames on fp_venc's fps grid: every gap exactly 1/fps on the Frame, audio aligned.
- fp_venc --peak: VBR capped at the peak (else CBR as before), level picked for the peak. The hardware path uses
  1.5x peaks and higher targets (360p 1.5, 480p 2.5, 720p 5, 1080p 8, Full 10 Mbit/s); 3 Mbit/s CBR blurred every
  head turn. The x264 fallback keeps its rates.
- fp_venc's info/stats lines go to the app log (late/skipped frames next time); its errors still explain a stop.

Verified on the Frame: probe with VBR (no refused control); end to end through livestream.start at 720p32: 403
frames all 31 ms apart, audio 0-12.57 s next to video 0-12.58 s, late viewer on its keyframe at once, nothing left
after stop. Picture quality with motion still needs the headset.
2026-10-07 18:00:59 -04:00
spoopyghosty0 55a376cdfd fp_venc: exact NEON fast paths for 3:2 (720p) and 3:1 (360p) scaling
The box boxes repeat every 3 source pixels at these ratios, so the averages become rounding shifts (3:2: block
sizes 1, 2, 4) or an exact multiply (3:1: x7282 >> 16 = /9 for every sum), with no per-pixel scalar loop. Same
bytes as the generic path; 480p (852 px wide, irregular) keeps the generic path. Self-test adds 1158x648 -> 432/216
(columns left over after the 48-pixel steps) and times all four qualities.

Frame (2026-10-07): selftest ok (184 cases); 1920x1080 -> 720: 1.3-1.65 ms (was 5.6), -> 360: 0.7 ms,
-> 1080: 0.6-1.0 ms, -> 480: 2.8 ms.
2026-10-07 17:50:59 -04:00
spoopyghosty0 da7655ee25 Live view hardware encoder: fixes from the first device run
- fp_venc: accept the source's buffer count (the Frame's v4l2loopback has max_buffers=2; asking for 3 failed the
  probe); OUTPUT buffers remember which picture they hold, so repeats (standby, still scenes) skip the conversion
  (720p: 35% -> 2.5% of a core with the headset asleep).
- Pipeline: raw H.264 stamped on arrival (-use_wallclock_as_timestamps, same clock as pulse) with a 32-byte probe:
  -framerate was ignored, -fflags nobuffer lost the first seconds, frames numbered from 0 held all output ~7 s next
  to the sound. frag_keyframe so a requested keyframe starts a fragment (a joining viewer starts there).

Verified on the Frame (headset asleep): selftest ok (104 cases), probe at 360p-1080p, end to end through
livestream.start: 720p36 + AAC in 0.1 s fragments, audio and video spans match, a second viewer starts on its
requested keyframe at once, nothing left running after stop; FP_VENC_DISABLE=1 falls back to x264.
2026-10-07 17:50:57 -04:00
spoopyghosty0 0ae754fa5d Live view: hardware H.264 encoder (fp_venc), x264 stays as fallback
native/venc/fp_venc: own clean-room driver of the Frame's iris encoder (V4L2 stateful encoder interface, written from
native/venc/SPEC.md = kernel docs + values measured on the Frame). Reads SteamVR's headset-view webcam, box-scales and
converts RGB24 to NV12 (NEON, bit-identical scalar reference), CBR H.264 with SPS/PPS on every IDR, one frame per slot
of an even fraction of the panel rate read through DRM (96 Hz -> 32 fps). stdin "k" = keyframe, EOF = stop;
--probe/--selftest. Static freestanding aarch64 binary in artifacts/linux-arm64-bin (reproducible).

livestream: the script probes fp_venc and pipes it into ffmpeg (-c:v copy + AAC), else the old x264 30 fps path; the
helper is synced to ~/.local/share/frameport/bin by sha256 at stream start (no agent change); a new viewer asks for a
keyframe and waits for it; the status line shows the encoder and fps. Tests: hardware/fallback script branches,
keyframe-on-join, helper sync; tests/test_venc.py compares convert.c with a Python reference (native marker).
Not yet run on the device.
2026-10-07 17:50:55 -04:00
spoopyghosty0 ecfd2408cf Monitor: the detail boxes' first update goes through the event loop like the ticks (sent from the connect thread it could arrive after a tick's patch: 'dropped a patch for unknown control'); README screenshot with the new layout 2026-10-07 17:33:21 -04:00
spoopyghosty0 44dfd43692 Monitor feedback: updates from the stream's thread go through Flet's event loop (components.LoopUpdater: the window showed nothing until a click and the charts moved in bursts); intervals 0.1/0.25/0.5 s (0.5 s default; processes still scanned every 2 s, their GPU % averaged over it); charts in 1-second buckets (2 minutes at any interval); same-name processes with one parent collapse into a group row (click to open, end or force-kill all); tile headers line up; detail cards share one height; temperature boxes with mini charts and a Fan box; 'Monitor is using … of the Frame's CPU' 2026-10-07 17:26:20 -04:00
spoopyghosty0 29876ec046 README: Monitor section + screenshot (docs/images/monitor.png, ui_smoke --fake-frame --game: the fake monitor follows --game and sends two minutes at once so the charts are full). Monitor game card: the game's artwork is an art_fill control inside the box (copying its image onto the box showed nothing) 2026-10-07 17:05:15 -04:00
spoopyghosty0 3667f504ec Monitor agent after device tests (4XVR on the dev Frame): full names for processes whose comm the kernel truncated (Android's last 15 characters), power rails per cluster every 5 s and battery current/voltage every 2 s (I2C reads), temperatures every 2 s, fast render-fd rescans only for busy young game processes, end_game reports a game that wasn't running 2026-10-07 16:55:11 -04:00
spoopyghosty0 375b976dcd Monitor tab: a live view of the Frame while the tab is shown (running game with fps, CPU/GPU/memory/temperature/power/battery tiles with 2-minute sparklines, details: per-core load, sensors, power split, network) and its processes (filter Game / Steam & SteamVR / All, search, sort; right-click: end, force kill, end game; critical programs ask again). frame/monitor.py = session + pure helpers, C.Sparkline/MeterBar on Flet's canvas (no charts extension), ui_smoke FakeMonitorSession + --only, docs 2026-10-07 16:55:09 -04:00
spoopyghosty0 2a74e5ff64 Agent v62: _monitor stream for the Monitor tab (CPU/GPU/memory/pressure/temperatures/fan/power rails/battery/network, running FramePort games with fps from FrameBridge pacing and container cgroup usage, processes grouped by game/Steam/SteamVR/desktop with per-process GPU % from DRM fdinfo; end a process or a game). Kernel threads, command lines and render fds are cached so a sample stays cheap on the Frame 2026-10-07 16:55:06 -04:00
spoopyghosty0 0c623c2efc Install question: each file's name on its own line (long names end in an ellipsis, full name on hover), its type, size and checksum below; the narrow label column wrapped long file names 2026-10-07 16:51:32 -04:00
spoopyghosty0 d49b3ae884 Install links: FramePort-only manifest fields (frameport.description / frameport.icon) shown in the install question and used as the game's icon and description; readable titles for bare file links; handler scripts wait for the open window to take a link (a just-closed window's heartbeat swallowed clicks on Windows), the heartbeat is removed on close, and the Windows handler runs under conhost --headless (no console flash) 2026-10-07 16:35:21 -04:00
spoopyghosty0 f811261507 Lint: line lengths, import order, unused loop variable (ruff) 2026-10-07 16:09:03 -04:00
spoopyghosty0 ec701e6e56 Install links (FrameDrop's "Install with FrameDrop" button protocol), drop files on the Library, add a lone Windows .exe, VR / flat window choice, x86_64 Linux apps through FEX
- deeplink.py: framedrop:// and frameport:// links and the pasted https://framedropvr.com/install?manifest=|url= link; manifest framedrop.install/v1; https only (http on loopback), no credentials, no LAN addresses (also after DNS and redirects), sha256 checked, cancel/mismatch leave no .part
- urlhandler.py: per-scheme registration (Settings → Install links, links.framedrop / links.frameport, default on; another program's scheme only taken on request) through a handler script that queues the link and starts FramePort (a flet build bundle can't take a URL argument); the GUI's heartbeat + link inbox
- GUI: Add games → Install from a link… and Add a Windows program (.exe)…; confirmation before any download; files dropped on the Library (packaged app); CLI frameport open-link
- patch device.display_mode (Automatic / VR / Flat window), verified on the Frame with 4XVR
- x86_64 Linux apps run through FEX (agent v61: FEX installed unattended, STEAM_COMPAT_DATA_PATH set, RootFS from SteamOS's /usr/share/guestos/fex-mesa); verified on the Frame with an x86_64 test program; triage linux-x86-no-fex
2026-10-07 16:06:40 -04:00
spoopyghosty0 360dc105e1 Type on Frame is a sidebar tab (was a dialog): the virtual keyboard is connected while the tab is shown and removed when another tab opens or the Frame disconnects; the Frame page button and the game menu open the tab, the keyboard icon on the Frame card is gone. README screenshot redone 2026-10-07 09:24:17 -04:00
spoopyghosty0 892c7c13bd FrameBridge input_diag: report failed vibrations from the adapter's own xrApplyHapticFeedback (always hooked for haptic_scale, so the PR's wrapper never ran); adapter artifacts rebuilt 2026-10-06 23:13:52 -04:00
Molier 3b6128a1b0 FrameBridge input_diag (off by default, hooked only when on): logs each controller profile a game suggests with the runtime's answer (every path of a rejected one), the profile the runtime reports for each hand, OpenXR functions the runtime lacks and failing input, haptics and perf calls, each line once. Triage signature input-call-failed, PLAYBOOK row, host test tests/test_input_diag.py; artifacts not rebuilt 2026-10-06 23:13:51 -04:00
spoopyghosty0 4c42a528bd Merge pull request #79 from spoopyghosty0/catalog/issue-77
catalog: com.drbeef.doom3quest
2026-10-06 23:08:48 -04:00
github-actions[bot] 0e7c5264a0 catalog: com.drbeef.doom3quest (from #77) 2026-10-07 02:59:42 +00:00
spoopyghosty0 69a4fa6fa7 Notes: upstream trackers (#73 microphone, #74 haptics, #75 VrApi bridge) linked from the workarounds and the release checklist 2026-10-06 20:37:25 -04:00
spoopyghosty0 e6b9808beb Catalog: BlazeRush (unsupported: menu room unusable) 2026-10-06 18:22:47 -04:00
spoopyghosty0 b34330dc85 Catalog: Lambda1VR (works; needs its game data) 2026-10-06 18:22:45 -04:00
spoopyghosty0 ae69fe3831 Catalog: The Boys VR (works with space warp off) 2026-10-06 18:22:42 -04:00
spoopyghosty0 6d2dc95cc8 Catalog: Jurassic World Aftermath Collection (works; frame.vrapi_stub) 2026-10-06 18:22:40 -04:00
spoopyghosty0 474be9d34b FramePort 0.12.0 2026-10-06 18:21:32 -04:00
spoopyghosty0 7b4dff7d84 Notes: 2026-10-06 issue triage round (headset results, what was ruled out) 2026-10-06 18:19:12 -04:00
spoopyghosty0 885070a00c Catalog: Metro Awakening plays with space warp off and without Valve's VALVE_rpo layer (random jumping polygons otherwise; owner's headset test) 2026-10-06 17:22:56 -04:00
spoopyghosty0 67b58238a0 Catalog: Pinball FX VR with space warp off (stutters gone after loading in the owner's headset test) 2026-10-06 17:08:10 -04:00
spoopyghosty0 a1c87618f6 VrApi bridge: upstream-patches/input.cpp.patch (FramePort's input diagnostics) 2026-10-06 17:07:40 -04:00
spoopyghosty0 b4cec19283 VrApi bridge: input diagnostics also log the controller types asked for (and refused), button bits seen and thumbstick deflection (BlazeRush: no thumbstick, no hands) 2026-10-06 17:07:30 -04:00
spoopyghosty0 109c7e449c FrameBridge: a vibration with amplitude 0 becomes xrStopHapticFeedback (OVRPlugin stops vibrations that way; the last buzz otherwise ran its full 2 s in Jurassic World, The Boys VR, Creed) 2026-10-06 16:28:45 -04:00
spoopyghosty0 05ad7e4d25 GL shim: with GL_EXT_multisampled_render_to_texture hidden, its two functions become single-sampled stand-ins (TBXR calls them regardless: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE, black eyes in Lambda1VR); frame.tbxr_vendor links the shim into TBXR's library 2026-10-06 15:37:08 -04:00
spoopyghosty0 1e96abebbb Agent v59: close Steam's 'Resume game' menu for 120 s after the first VR frame, up to 10 times (it came back after the first 30 s); still stops once the player opens the dashboard 2026-10-06 15:24:16 -04:00
spoopyghosty0 69da709ea2 Vibration: haptic_fix converts envelopes with their RMS instead of their peak (vibrations felt far stronger than on a Quest); new per-game setting haptic_scale ('Vibration strength') scales every vibration in FrameBridge and logs the first requests. VrApi bridge: input/vibration diagnostics every 5 s (BlazeRush controllers) 2026-10-06 15:22:57 -04:00
spoopyghosty0 d5f9c248e0 frame.avatar_stub: replace Meta's avatar loader with a do-nothing library when it can't find its driver and aborts the game (BlazeRush: OVRAvatar-Loader DisplayErrorAndExit); suggested by triage avatar-driver-missing 2026-10-06 14:53:53 -04:00
spoopyghosty0 cc39547e33 FrameBridge: add XR_KHR_opengl_es_enable when an app enables no graphics API extension (Lambda1VR's TBXR creates a GLES session without it; Meta's runtime tolerates that); log the final instance extension list once per launch. Lambda1VR now runs headless at 72 fps 2026-10-06 14:50:34 -04:00
spoopyghosty0 096d24e42b FrameBridge: when xrCreateSession fails with XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING, ask for the graphics requirements on the app's behalf and retry once (Lambda1VR: Failed to create XR session: -50); triage graphics-requirements-missing 2026-10-06 14:33:02 -04:00
spoopyghosty0 2995413434 VrApi bridge: vrapi_PollEvent returns ovrSuccess_EventUnavailable (1002), vrapi_SetTrackingSpace returns an ovrResult, vrapi_CreateTextureSwapChain/2 take VrApi's 32-bit format enum (found while preparing the upstream PRs) 2026-10-06 14:31:40 -04:00
spoopyghosty0 4b34dbd218 Platform stubs: also stub ovr<Enum>_ToString helpers OVRPort's loader lacks (BlazeRush: ovrPeerConnectionState_ToString); ToString stubs return an empty string, not NULL; triage missing-ovr-symbol matches them 2026-10-06 14:08:20 -04:00
spoopyghosty0 a775e63e6d Install: build a game that was never built instead of failing with KeyError 'apk' (frameport install right after a scan) 2026-10-06 14:01:08 -04:00
spoopyghosty0 3cd4affcf6 frame.ovr_microphone: don't suggest it from libil2cpp.so (Unity's C# platform wrapper names every Meta function, so every Unity game with the Platform SDK matched); triage ovr-microphone-crash still finds a Unity game that crashes there 2026-10-06 13:58:56 -04:00
spoopyghosty0 51e553039a Catalog: Beat Saber (com.beatgames.beatsaber.lj369vr) (works)
Closes #68
2026-10-06 13:53:36 -04:00
spoopyghosty0 27ff49a137 Catalog: Creed (works)
Closes #60
2026-10-06 13:53:33 -04:00
spoopyghosty0 e70acf9269 Catalog: BodyCombat (works)
Closes #56
2026-10-06 13:53:29 -04:00
spoopyghosty0 1f6fce0fcc Catalog: Pinball FX VR (works with issues, MR not yet)
Closes #50
2026-10-06 13:53:25 -04:00
spoopyghosty0 188cb8fe68 Metro Awakening: libfp_vk.so rebuilt with the shim's new fixes; catalog entry with the contributor's recipe (use_alt, vk_spec_fixes, vk_hide_fdm); docs/GAMES.md regenerated; lint 2026-10-06 13:46:53 -04:00
UnicronNL 0744a126cb Vulkan shim: drop depth resolves of subpasses without depth, leave out null-image barriers and refuse null-image views (vk_spec_fixes), vk_hide_fdm hides fragment density maps (Metro Awakening crashed in the Frame's Vulkan driver, GitHub #65) 2026-10-06 13:46:52 -04:00
spoopyghosty0 1c8a0d63e7 BONELAB: libfp_ovrp.so rebuilt with the user-presence wrapper; catalog status 'issues' (1.2068 plays, the newer 1.2974 still crashes at start); docs/GAMES.md regenerated 2026-10-06 13:46:51 -04:00
UnicronNL 124ec594a6 frame.unity_user_presence: report the headset as worn to Unity's Oculus XR Plugin (BONELAB 1.2068's rig froze: OVRPlugin's ovrp_GetUserPresent2 turns 0 while worn, GitHub #66) 2026-10-06 13:46:31 -04:00
spoopyghosty0 90b528f9f2 Lint: wrap a long comment 2026-10-06 13:46:30 -04:00
UnicronNL 2da6082166 frame.ovr_microphone: guard OVRPort's ovr_Microphone_GetOutputBufferMaxSize against a not-yet-opened stream (The Walking Dead: Saints & Sinners Ch. 2 crashed after the logo, GitHub #67) 2026-10-06 13:46:30 -04:00
spoopyghosty0 3e61b07254 frame.asset_files: list the game data's *.pak content files as installed default asset files and answer DownloadById at once with the path (Star Wars: Tales from the Galaxy's Edge went black after loading, GitHub #61); shares the language-pack library 2026-10-06 13:46:08 -04:00
spoopyghosty0 48c3716ef5 frame.tbxr_vendor: Team Beef ports load openxr_loader_<maker> and pick Meta's path only for "meta": add an empty libopenxr_loader_valve.so and let "valve" match those checks (Lambda1VR stopped at start, GitHub #59) 2026-10-06 13:28:10 -04:00
spoopyghosty0 dca2d8b762 VrApi bridge: vrapi_PollEvent, RecenterPose, SetDisplayRefreshRate, GetSystemPropertyFloatArray (BlazeRush couldn't load: cannot locate symbol vrapi_PollEvent, GitHub #57); static check 'VrApi functions resolvable', triage vrapi-symbol-missing; upstream-patches regenerated (graphics.cpp.patch was stale: the Vulkan format twin was missing from it) 2026-10-06 13:23:52 -04:00
spoopyghosty0 2c4bbdbfec frame.vrapi_stub: replace Meta's leftover VrApi loader with a same-exports library that answers 0 (OVRPlugin on OpenXR called vrapi_SetPropertyInt before init and the loader aborted, GitHub #62); triage vrapi-before-init, direct-vrapi no longer matches it 2026-10-06 13:12:59 -04:00
spoopyghosty0 8a08733be8 Agent v58: Play re-adds a devkit entry Steam forgot (no NOT_IN_LIBRARY, no Steam restart); installs and art updates of devkit games only copy art; the app treats Steam's AppError_16 as already starting and ignores repeated Play clicks for 20 s (GitHub #41/#42) 2026-10-06 13:09:39 -04:00
spoopyghosty0 d7193bea19 device.foveation: per-game choice for Valve's eye-tracked foveation layer (default / fixed = FDM_DEBUG=disable_offsets / off = VK_INSTANCE_LAYERS=""), catalog field foveation (GitHub #69) 2026-10-06 13:06:36 -04:00
spoopyghosty0 c3522a05bb macOS: keep the entitlements when ad-hoc signing (re-signing stripped them; Scan a folder failed with ENTITLEMENT_NOT_FOUND, GitHub #63) 2026-10-06 13:06:35 -04:00
spoopyghosty0 8a9a428f1e Delete files on this PC: also remove the download manifest next to the game when it lists only the game's files (the folder stayed, so the download manager still listed the game) 2026-10-06 13:06:34 -04:00
spoopyghosty0 919d059add Notes: the jni build override and re-tagging a failed release build 2026-10-06 12:14:37 -04:00
spoopyghosty0 674c26f2d9 Build: override jni to 1.1.0 instead (jni_flutter 1.0.4 also generates bindings that require jni ^1.1.0; Flet's template pins 1.0.0) 2026-10-06 12:04:20 -04:00
spoopyghosty0 a6daa5cccb Build: pin jni_flutter 1.0.4 (1.0.4+1, published today, requires jni ^1.1.0 but Flet pins jni 1.0.0; all flet build bundles failed) 2026-10-06 11:54:47 -04:00
spoopyghosty0 6f89123017 FramePort 0.11.1 2026-10-06 11:44:01 -04:00
spoopyghosty0 518c94d79f Vader Immortal: Episode I catalog entry (works with issues, GitHub #49): plays the intro, then stays on its loading card; plain recipe without diagnostics 2026-10-06 11:42:04 -04:00
spoopyghosty0 edf9f494e8 Agent v57: one launcher per game (flock on <base>/.launch.lock). Play pressed again while Lepton still booted made the second Lepton stop the first container and both died (Vader Immortal, BattleSisters); a second launch now exits and leaves the first running. upgrade_launchers adds it to existing launchers; verified on the device 2026-10-06 11:25:56 -04:00
spoopyghosty0 0db053c31f FrameBridge snapshot=N: every N seconds the left-eye image a GLES game submits is saved as fb_snap_0-7.ppm in its files folder (headless launches have a black headset view). Vader Immortal: the intro plays, then its loading card never advances 2026-10-06 09:26:38 -04:00
spoopyghosty0 7439f082db BattleSisters works (owner-verified 2026-10-06: buttons via the Oculus device-model fix; its first controller vibration ran OVRPort's haptic-envelope bug into an 11 GB OOM kill). haptic_fix is now suggested for every game that ships Meta's OVRPlugin; existing FramePort recipes pick it up after the next update 2026-10-06 09:01:40 -04:00
spoopyghosty0 f12f4aec4c FrameBridge layer_debug: count xrAcquire/Wait/ReleaseSwapchainImage per 5 s (Vader Immortal's per-frame leak in SteamVR's runtime; hooked only with layer_debug, after the other wait/release hooks) 2026-10-06 01:23:58 -04:00
spoopyghosty0 8d95592f53 Unity 2019 built-in Oculus input on Lepton (BattleSisters, GitHub #48): libunity only reports controllers when the device model starts with "Oculus"; Lepton's Android is "Valve Lepton", so Unity polled only Go-style controllers and the game's buttons never arrived. unity_oculus_check revision 4 gives those strncmp calls length 0 (in place); on the device libunity now polls the Touch controllers 2026-10-06 01:19:47 -04:00
spoopyghosty0 44d23f778d FrameBridge diagnostics from Vader Immortal (GitHub #49): layer_debug logs xrDestroySwapchain and per-5 s xrBeginFrame/xrEndFrame counts; strip_color_bias (drop XR_KHR_composition_layer_color_scale_bias, 2 = the layer's whole extension chain) and frame_balance (end an open frame before the next begin), both opt-in. Vader leaks ~430 GPU mappings a second inside SteamVR's runtime (GPU timing command buffers per frame); none of these stop it 2026-10-06 01:07:11 -04:00
spoopyghosty0 7a40e47e67 FramePort 0.11.0 2026-10-06 00:21:37 -04:00
spoopyghosty0 9401b7fc87 Accounting+ works (owner-verified 2026-10-06: the motion warning continues with the click emulation); catalog entry needs FramePort 0.10.1 2026-10-06 00:18:20 -04:00
spoopyghosty0 e510ea88f0 ovrpshim: log ovrp_GetNodePresent for Unity's built-in XR input and report a hand node present while its Touch controller is connected (BattleSisters: Unity's XR controller devices, which its buttons are read from, never appeared) 2026-10-06 00:17:25 -04:00
spoopyghosty0 4c2b6c9dee Start-up recursion (GitHub #58): library.load() refreshes recipes from the catalog, and the catalog's first load read its auto-update setting through library.load(), which refreshed recipes again before the catalog was cached (~140 nested loads: a long blank window, or a crash in the Windows bundle). The setting is read as stored (library.peek_setting) and the catalog step can't re-enter itself 2026-10-06 00:17:14 -04:00
spoopyghosty0 cb689c576a ovrpshim: Touch trigger or A/B/X/Y presses count as Unity mouse clicks (GetMouseButtonDown icall replaced): Accounting+'s motion warning waits for a click Lepton never delivers; input probe logs trigger/grip values 2026-10-06 00:06:18 -04:00
spoopyghosty0 bd2e1a8410 unity_oculus_check revision 3: Unity's built-in Oculus input creates Touch controllers only on device model 'Oculus Quest'; Lepton's Android is 'Valve Lepton', so the compared string is repointed in place (BattleSisters: hands tracked, buttons dead although OVRPlugin reported every press) 2026-10-05 23:39:53 -04:00
spoopyghosty0 608fac9d68 unity_oculus_check: the input probe can be switched on for a diagnostic build (FRAMEPORT_INPUT_PROBE=1) 2026-10-05 23:18:14 -04:00
spoopyghosty0 919c0e291e focus_hold on by default with 5 s (the Frame's wear sensor flickers "HMD off" for 0.5-2 s while worn and Quest games pause each time; Lucky's Tale); Unity 2019 games on the built-in VR loop (no Oculus XR Plugin) get the ovrpshim frame wait (BattleSisters flooded 'outside of frame bounds' and hung the GPU); frame.ovr_trace: opt-in Meta Platform SDK request tracer (native/ovrtrace) for games stuck waiting (Vader Immortal, GitHub #49); catalog: I Am Cat pose_consistency, Lucky's Tale haptic_fix, The Room VR (all owner-verified) 2026-10-05 22:02:06 -04:00
spoopyghosty0 23f4192cfd Game page offers a newer catalog config for recipes the user edited (GitHub #10: a saved Game settings dialog stopped catalog fixes; saving without a change no longer marks the recipe as the user's); launch tests fail when frames stop while the process lives on (frames-stopped) and on Unity render-thread crashes in the GL driver (unity-render-crash) 2026-10-05 21:03:02 -04:00
spoopyghosty0 3391a981b8 Unity fixes from the 2026-10-05 headset round: unity_runtime_msaa_off also no-ops QualitySettings.set_antiAliasing; frame.unity_no_overlay_copy (The Room VR: OVROverlay's fade copy crashed Zink; works now); unity_oculus_check also for Unity 2019 without the frame-wait shim (BattleSisters starts VR; then a GPU lockup); frame.unity_gl_shim + gl_hide_msrtt (GL shim reads every settings source); xrshim converts haptic amplitude envelopes before OVRPort's dispatcher (haptic_fix; GitHub #9, found by Klownicle); FrameBridge pose_consistency (GitHub #8, proposed by Klownicle) 2026-10-05 20:55:36 -04:00
spoopyghosty0 271ce56d08 README: Live view 2026-10-05 20:05:07 -04:00
spoopyghosty0 0e47ce8f1a Live view: sound, 360p-1080p + full-size qualities, smoother catch-up
- Sound: the default output's pulse monitor (what the headset plays) as AAC in the same fMP4; the
  player starts muted (browser autoplay rules) with a Sound on button. Video timestamps go to the
  wall clock (-ts mono2abs) instead of forcing it on the pulse input, which gave bursts of AAC packets
  one shared timestamp; aresample=async=1 keeps the sound continuous.
- Late viewers start at a keyframe of the video track (audio samples are all sync).
- Qualities 360p/480p/720p/1080p scale down only; 'full' sends SteamVR's headset view at its own
  size (1920x1080 today; v4l2cam has no size option, so 2K/4K would only upscale).
- Player keeps a 0.3 s cushion and catches up at 1.1x; it seeks only when >2 s behind (seeking to the
  very edge starved playback).
2026-10-05 20:05:06 -04:00
spoopyghosty0 ad924669d3 Live view tab: stream the Frame's headset view to a browser window on the PC
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
2026-10-05 20:05:06 -04:00
spoopyghosty0 311277ae40 FrameBridge rect_clamp (default on): keep submitted image rects inside their swapchain; SteamVR rejected every frame of a Unity game whose eye rect ran 4 px past it (GitHub #39, PowerWash Simulator stuck at 'Waiting'); triage swapchain-rect-invalid, PLAYBOOK row 2026-10-05 19:17:36 -04:00
spoopyghosty0 bad59bfb5b Steam library fallback (agent v56, GitHub #41): Play re-registers a devkit entry Steam forgot after a restart, the console-log appid comes from the current Steam session only, and art updates also reach the devkit entry 2026-10-05 18:57:25 -04:00
spoopyghosty0 9b57c4753f Game list: Waltz of the Wizard (merged working config) 2026-10-05 18:51:06 -04:00
spoopyghosty0 1301e60be1 Play's devkit fallback finds the entry's appid in Steam's console log when Steam doesn't save shortcuts.vdf (agent v55; GitHub #42: every game showed 'Game configuration unavailable') 2026-10-05 18:50:23 -04:00
spoopyghosty0 069a74f97e Merge pull request #55 from spoopyghosty0/catalog/issue-44
catalog: com.Aldin.WotW
2026-10-05 18:48:23 -04:00
github-actions[bot] 683ae5bcf6 catalog: com.Aldin.WotW (from #44) 2026-10-05 22:47:43 +00:00
spoopyghosty0 af904c62e6 FramePort 0.10.0 2026-10-05 18:46:18 -04:00
spoopyghosty0 f2d93af973 Game list: Tetris Effect, Iron Man VR, palazzo_santacruz (merged working configs) 2026-10-05 18:44:29 -04:00
spoopyghosty0 59fb47a827 Into The Radius 2 works: catalog vk_spec_fixes (the invalid depth resolve made models flicker and windows show behind them; found with the validation layer), status works, min_app 0.9.2; notes on Vulkan validation on the Frame 2026-10-05 18:43:39 -04:00
spoopyghosty0 9e169e069b Merge pull request #52 from spoopyghosty0/catalog/issue-46
catalog: com.resolutiongames.abvriop.santacruz
2026-10-05 18:40:13 -04:00
spoopyghosty0 eed6e4aaed Merge pull request #53 from spoopyghosty0/catalog/issue-47
catalog: com.camouflaj.salmon
2026-10-05 18:40:05 -04:00
spoopyghosty0 9829ee1666 Merge pull request #54 from spoopyghosty0/catalog/issue-45
catalog: com.enhanceexperience.tetriseffect
2026-10-05 18:39:56 -04:00
spoopyghosty0 13069db28a Vulkan shim vk_spec_fixes (per game): depth images get TRANSFER_DST (not transient ones), Qualcomm shader-resolve subpasses lose their invalid depth resolve; found with the validation layer in Into The Radius 2 2026-10-05 18:19:11 -04:00
spoopyghosty0 7058105056 Launch tests wait for a first boot after an APK change (agent v54: Lepton's transient 'is not a running context' stopped them); Vulkan shim vk_validation (diagnostics: adds Khronos' validation layer, bundled in a test APK, to the game's instance; a global debug.vulkan.layers property kills Lepton's container) 2026-10-05 17:59:03 -04:00
github-actions[bot] df5b949f1a catalog: com.enhanceexperience.tetriseffect (from #45) 2026-10-05 21:57:47 +00:00
github-actions[bot] 3929ff0a8b catalog: com.camouflaj.salmon (from #47) 2026-10-05 21:57:46 +00:00
github-actions[bot] 4910440f56 catalog: com.resolutiongames.abvriop.santacruz (from #46) 2026-10-05 21:57:44 +00:00
spoopyghosty0 bda9045be6 Into The Radius 2: load only Valve's foveation layer (VALVE_rpo removed the game's fog; owner-verified), notes on the remaining pop-in 2026-10-05 17:32:58 -04:00
spoopyghosty0 a7890d46de QuestCraft works: catalog status works (owner-verified 2026-10-05; LIBGL_NOERROR + frame.ltw_depth) 2026-10-05 17:31:35 -04:00
spoopyghosty0 50ab3eb341 frame.ltw_depth: Minecraft launchers' LTW (QuestCraft) loads OpenGL ES through libfpg.so (native/glshim/eglfmt.c), which turns desktop GL_DEPTH_COMPONENT32 into OpenGL ES depth formats; the Frame's Mesa rejected it, so the depth textures never existed and every framebuffer was incomplete (black picture) 2026-10-05 17:22:52 -04:00
spoopyghosty0 4313b52792 QuestCraft: LIBGL_NOERROR for LTW (Lepton env) gets Minecraft past its GL error 1282 at start (the picture is black next, under investigation); notes on ITR2's popping tests (vk_query_slots and Valve's FDM layer ruled out) 2026-10-05 17:09:33 -04:00
spoopyghosty0 4f9ecf4801 WiiCompiled: notes on "Start straight in VR" (owner-verified: opens in VR without the launcher window; off by default because it skips the launcher's import) 2026-10-05 16:46:12 -04:00
spoopyghosty0 9a5efa28f5 Translation template for the vk_query_slots texts 2026-10-05 16:38:30 -04:00
spoopyghosty0 cf900cd9d4 vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template 2026-10-05 16:37:10 -04:00
spoopyghosty0 ef21b33ca2 Vulkan shim: vk_query_slots (per game) gives occlusion queries one slot per eye; in multiview passes the Frame's Mesa driver writes the second eye's zero result into the next query, culling visible objects (Into The Radius 2's popping models; not yet confirmed in a headset). Sidebar: Sleep / Restart / Shut down below the Frame card 2026-10-05 16:30:07 -04:00
spoopyghosty0 799f1bd9f1 frame.start_activity (opt-in): start an app's VR activity directly instead of its 2D launcher (WiiCompiled's flat window stayed in view after the VR part started); per-element manifest edit, VR activity from the original APK's analysis (OVRPort gives every MAIN activity LAUNCHER + VR); notes on QuestCraft (Minecraft stops at GL error 1282) and ITR2 pop-in 2026-10-05 16:20:31 -04:00
spoopyghosty0 44a056095d Dashboard worker (agent v53) leaves a dashboard the player opened with the controller alone (v52 closed it 60 ms after each press, the game stayed paused); Into The Radius 2: focus_hold up to 2.5 s (the Frame dropped focus for 0.4 s and 1.0 s and Unreal paused each time), notes from the headset test 2026-10-05 15:58:50 -04:00
spoopyghosty0 6037b13e88 Dashboard at game start (agent v52): watch from the game's first submitted frame instead of the first pacing summary, which came ~8 s after Steam's "Resume game" menu (seen with Into The Radius 2); incremental log reads, 0.5 s checks 2026-10-05 15:46:54 -04:00
spoopyghosty0 c3a34ace99 Files, Screenshots and Library: right-click menus (Files and Screenshots; on one of several selected items they act on the whole selection) and click-and-drag multi-select in all three; selection bars moved below the lists so they don't shift items mid-drag; the Files row Download button works again (Flet never awaited it); ui_smoke --gestures drives real mouse drags and right-clicks 2026-10-05 15:43:06 -04:00
spoopyghosty0 05843633a7 Proton: the stable one is the default again (agent v51), Experimental suggested when a PC VR game fails; USB setup: "OR" between the two setup buttons and a Developer Mode pop-up first; tr_n crash in the catalog toast/Settings fixed; no "configs updated" toast on the first download 2026-10-05 14:55:23 -04:00
spoopyghosty0 5198f704e9 Game configs update without a release: installed apps fetch catalog/games from GitHub main every 6 h (one API call + changed files only; background, cache-only loading; Settings → Data: last check, Check now, off switch; frameport catalog-update). Configs that need a newer FramePort (unknown patch, adapter setting or field, or min_app above this version) are skipped 2026-10-05 14:31:21 -04:00
spoopyghosty0 eeee7d2b84 Merge pull request #43 from GreySyntax/patch-1
Add missing macOS file entitlement
2026-10-05 14:28:52 -04:00
spoopyghosty0 772c26d91a Connect with a USB cable: wizard "Set up with a USB cable" (live cable detection; setup command over the cable via the Frame's fixed PC address 10.86.200.234; connects right away when already set up), discovered Frames de-duplicated by SSH host key preferring USB > Frame hotspot > network, USB check fixes. Verified on the device: NCM driver-free on Windows 11, DHCP from the Frame, Frame->PC over the cable, the real setup end to end over USB, 36.9 vs 11.3 MB/s, re-finding a lost address 2026-10-05 14:24:48 -04:00
spoopyghosty0 db0a78ccc3 FAQ: how to lay out games with OBB files (data folder named after the package, one folder per game) 2026-10-05 13:58:43 -04:00
spoopyghosty0 01d764e05c scripts/usb_autotest.py: one autonomous USB-cable test (Windows adapters/driver/USB class via powershell.exe from WSL, the Frame's gadget units and NetworkManager setup, Frame -> PC over the cable, SSH + upload speed over USB vs Wi-Fi), Markdown report 2026-10-05 13:52:32 -04:00
spoopyghosty0 0c5c1638ed USB cable link check: agent v50 usb_link (usb0 state/addresses, gadget functions, USB speed, DHCP from the Frame, sshd) and frameport frame usb-check (this PC's address on it, SSH over the cable with the same host key, upload speed vs the normal link) — for deciding on a USB connection option in the setup wizard 2026-10-05 13:41:41 -04:00
spoopyghosty0 a49cfb0b57 PC VR games default to Proton Experimental (agent v49), with Stable one click away: Customize shows the Proton version as a dropdown, and a launch test that fails on Experimental suggests "Try the stable Proton and reinstall". Installing asks again for the runtime Steam names only after Proton is installed 2026-10-05 13:35:26 -04:00
Jordan 0f975d2233 Add missing macOS file entitlement
Without this entitlement the app is unable to show the file picker dialogue.
2026-10-05 16:27:38 +01:00
spoopyghosty0 ccff9ab486 FramePort 0.9.1 2026-10-05 08:42:45 -04:00
spoopyghosty0 f2cf7db507 Dev builds on demand: CI "Run workflow" (dev ticked, optional notes for testers) publishes the rolling dev pre-release with version <next patch>.dev<run>; Settings → Updates → "Install the latest dev build…" installs it like an update (automatic checks still ignore it; the next release is offered normally) 2026-10-05 08:30:05 -04:00
spoopyghosty0 2f740bbb41 Agent v48: incomplete deployment records (no base/appid) no longer break every connection with KeyError: 'base' (GitHub #40); the app logs unexpected connect errors with their traceback 2026-10-05 08:21:21 -04:00
297 changed files with 34955 additions and 1881 deletions

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+78 -1
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@@ -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:
@@ -50,6 +59,9 @@ 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: ${{ runner.os == 'macOS' || runner.arch == 'ARM64' }}
@@ -84,8 +96,27 @@ jobs:
if: runner.os == 'macOS'
run: |
app=$(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)
@@ -128,6 +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-${n#frameport-}.mp4"
done
- name: Checksums
run: cd out && sha256sum * > SHA256SUMS.txt && cat SHA256SUMS.txt
- name: Publish release
@@ -148,3 +185,43 @@ jobs:
echo; cat packaging/release-footer.md; } > "$notes" # short: the update dialog shows these notes
gh release delete "$tag" --yes 2>/dev/null || true
gh release create "$tag" out/* packaging/FramePort-selfsigned.cer --title "FramePort ${tag}" --notes-file "$notes"
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"
+107
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@@ -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 }}
+246 -21
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@@ -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
@@ -26,7 +38,41 @@ Read `docs/PLAYBOOK.md` (symptom → fix) before debugging a game, and `docs/FRA
launch.sh logs `start/end <unix>` to `<anchor>/plays.log` (upgrade_launchers adds it; Proton launchers exec → start
only) and shots are matched by time; thumbnails cached in `<data>/screenshots-cache/<frame>/`, shown by asset URL;
delete leaves screenshots.vdf alone (Steam rewrites it at exit); game menu → "Screenshots" = `go("screenshots",
pkg)`); settings; welcome; activity panel).
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
@@ -35,16 +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).
@@ -96,11 +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>`): GUI = Add games → "Add a Linux app (arm64)…" /
- 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
@@ -116,6 +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).
@@ -150,9 +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.
@@ -162,7 +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
@@ -186,11 +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
@@ -256,7 +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
@@ -398,7 +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
@@ -490,7 +595,7 @@ recipe keeps it on). I Am Cat works with issues (judder; scale 0.8 no help). Rob
libroblox, also with the Vulkan shim). Installs skip the Steam restart when the shortcut is unchanged and wait while a
game runs (agent v37). New default fixes in FramePort's code reach games already in a library: after every app update
`library._follow_catalog` re-derives each non-user recipe once (setting `recipes.app_version`; tests switch it off via
`library.REFRESH_ON_UPDATE`); analysis fields added later still need a re-analysis. Troubleshooting techniques: docs/PLAYBOOK.md "Debugging techniques". Unity `boot.config` "vulkan" substring mislabels GLES games as Vulkan
`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
@@ -507,13 +612,88 @@ lacks (ActivityNotFoundException) → imported by hand: libmain.so + game.json
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.
**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.
**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 above 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).
**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.
@@ -523,6 +703,40 @@ Steam placeholder set (no Steam art at all) → fixed in artwork/steam.py.
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`)
@@ -531,6 +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
@@ -546,6 +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.
+38 -8
View File
@@ -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.
![Library](docs/images/library.png)
[![FramePort: library, one-click install, play, monitor](docs/images/tour-teaser.webp)](docs/media/frameport-tour.mp4)
▶ [Watch the full tour](docs/media/frameport-tour.mp4) · New to FramePort? [Watch the install tutorial](docs/media/frameport-install.mp4)
(about 90 seconds each, MP4; also attached to every release)
> **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))
@@ -18,6 +21,8 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
## Features
![Library](docs/images/library.png)
- **Painless setup:** one short command on the Frame. No root, no `sudo`, no password.
[What it changes](docs/FRAME_SETUP.md).
- **Type on Frame:** use your computer's keyboard on the Frame: in VR apps, Android apps, Steam and the desktop.
@@ -28,10 +33,15 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
curved and 360° layers); game settings as simple switches.
- **Beyond Quest:** Android apps as windows, PC VR via Proton or Revive, Windows (non-VR) games via Proton, a Files
tab with drag and drop.
- **Linux apps:** install arm64 Linux apps (AppImage, a folder, or a zip/tar archive) on the Frame with a Steam
shortcut; they run natively on SteamOS.
- **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
@@ -52,14 +62,15 @@ Install games that target the Meta Quest, Android, or general PCVR onto your **V
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.
![Type on Frame](docs/images/type-on-frame.png)
@@ -77,6 +88,25 @@ your computer.
![Screenshot viewer](docs/images/screenshot-viewer.png)
## Live view
The **Live view** tab streams what the headset shows, with its sound, to your computer: click **Start live view** and
it opens in your default web browser (full screen with a double-click; click **Sound on** to hear it, as browsers start
videos muted). Pick 360p to 1080p, or the headset view's full size. The picture comes from SteamVR's built-in headset
view on the Frame and is encoded there while you watch (about one CPU core), so stop it when you're done. It's black
while the headset sleeps.
## Monitor
The **Monitor** tab shows what the Frame is doing while it's open: the running game with its frame rate against the
display's refresh rate, CPU, graphics chip, memory, the hottest temperature with the fan speed, power draw and battery
time left, each with a 2-minute chart. **Show details** adds every CPU core, all temperature sensors, where the power
goes and the network. Below, the game's processes (or Steam's, or all of them) with their CPU, GPU and memory use:
right-click one to end it, or end the whole game. Programs that Steam, SteamVR or the desktop need are marked and ask
again. The Frame sends the numbers itself (about 1 % of one CPU core) and stops when you leave the tab.
![Monitor](docs/images/monitor.png)
## Compatibility
If a game has already been tested with FramePort, it will automatically use the optimal game config. Otherwise, FramePort
@@ -84,7 +114,7 @@ will attempt to guess key patches. If you find a new config that works for an ap
**[List of tested games](docs/GAMES.md)**
**Tested something? Share it.** In FramePort open the game → **…** → **Share working config…** (it fills in the
**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.
+2123 -67
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+11 -8
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@@ -1,14 +1,17 @@
48a3ecad77ec0f3215b29070e994590eb9579e04d3c88a47f37f306f9aeb01d9 ./arm64-v8a/libfp_langpack.so
a5b03bb7ae5d953d7ded2bf117b0a19c57fae604f16f54310847f8e89593dde6 ./arm64-v8a/libfp_ovrp.so
6d2b9f8cea2f2cf33b8ff30d29a2f3d9c4d55549260a867168a24e44abada021 ./arm64-v8a/libfp_vk.so
8e00552d1ab90f82749db3caad4f773351fa8a28edcc5ea5cbd1b31c434ff32a ./arm64-v8a/libframe_xrshim.so
3dfcb0f2bec47857bcecc7261c58e076d872d4649718c40850f29e10c75477dd ./arm64-v8a/libglshim.so
3e05bb8561c7fd8787b3120739b3ce66c68badb5b00571bd50ae7e6c1f159274 ./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
33bf52994b8024e139af20d6915bc76a0c7341ce9b5bd136a3002236168bcbd1 ./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
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+21
View File
@@ -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
+21 -5
View File
@@ -1,10 +1,21 @@
package: com.CMGames.IntoTheRadius2
title: Into The Radius 2
status: issues
notes: Flickering textures were reported; space warp is turned off to address them (not yet confirmed in a headset).
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.
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
@@ -13,8 +24,13 @@ alt_overport:
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: '2026-10-04'
date: '2026-10-05'
issue: 35
updated: '2026-10-04'
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 +1,25 @@
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 +1,20 @@
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
+10 -6
View File
@@ -1,13 +1,14 @@
package: com.NewFolderGames.IAmCat
title: I Am Cat
status: issues
notes: The view vibrates slightly, even when holding still.
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, so the view judders; scale 0.8 didn't change it. Possible next steps are fixing the
multiview path instead or the game's fixed timestep.
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
@@ -16,8 +17,11 @@ frame:
- frame.unity_multipass
device:
- device.text_input_window
adapter:
pose_consistency: 1
verified:
date: '2026-10-03'
date: '2026-10-05'
issue: 8
updated: '2026-10-04'
updated: '2026-10-05'
min_app: 0.11.0
source_hint: I Am Cat
@@ -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
+18 -8
View File
@@ -1,15 +1,25 @@
package: com.StressLevelZero.BONELAB
title: BONELAB
status: unsupported
notes: Crashes while starting its graphics (Vulkan); no fix yet.
details: SIGSEGV in vkCreateInstance, called from the game's own Vulkan hooks (libSLZQuestNative.so) into code that no
longer exists, right after OVRPlugin's pre-initialization creates and destroys an OpenXR instance. Keeping the
runtime (vrclient.so) and Steam's Fossilize layer loaded didn't help, so the stale pointer is to memory freed with
that first instance.
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: '2026-10-04'
updated: '2026-10-04'
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
+25
View File
@@ -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 +1,21 @@
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
+17
View File
@@ -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
+25
View File
@@ -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
@@ -1,17 +1,18 @@
package: com.crowscrowscrows.AccountingPlus
title: Accounting+
status: issues
notes: Starts in VR, but doesn't get past its "press any button" screen.
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. Controller input reaches the game's OVRInput
cleanly (both Touch controllers connected, individual button bits, input focus 1 while focused) but the screen
doesn't continue; Cpp2IL can't read this Unity version to see what it waits for.
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: '2026-10-04'
updated: '2026-10-04'
date: '2026-10-06'
updated: '2026-10-06'
min_app: 0.11.0
source_hint: Accounting+
+22
View File
@@ -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
+14
View File
@@ -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
+17
View File
@@ -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
+19
View File
@@ -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
+12 -8
View File
@@ -1,11 +1,12 @@
package: com.playful.LuckysTale
title: Lucky's Tale
status: issues
notes: Runs out of memory within a few minutes and freezes the Frame until the game is killed.
details: Unity's asset loading thread (Loading.PreloadManager) grows the game's native heap by about 1 GB/s
shortly after start (10+ GB plus all swap, then the kernel kills it; perf page-fault profile, 2026-10-04). The text
window and the MSAA patch aren't the cause (same with the window off); the OBB is byte-identical to the original.
The earlier "headset restarted in a menu" reports (GitHub issue 9) were most likely this. No fix yet.
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
@@ -14,8 +15,11 @@ frame:
- frame.unity_runtime_msaa_off
device:
- device.text_input_window
adapter:
haptic_fix: 1
verified:
date: '2026-10-03'
date: '2026-10-05'
issue: 9
updated: '2026-10-04'
updated: '2026-10-05'
min_app: 0.11.0
source_hint: Luckys Tale
+16 -9
View File
@@ -1,13 +1,18 @@
package: com.qcxr.qcxr
title: QuestCraft
status: issues
notes: The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282).
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 left nothing behind ("libjvm.so not found"). With the runtime unpacked there
by hand, Java, Fabric and the mods load and Minecraft 1.21.5 starts initializing, then its first texture fails with
OpenGL error 1282 in QuestCraft's GL-to-GLES layer on Zink. Leads (2026-10-04) - Android's libEGL ran out of
eglGetProcAddress slots for desktop GL functions; LWJGL and JNA natives in the APK don't match the newer files
QuestCraft downloads.
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
@@ -15,7 +20,9 @@ frame:
- frame.unity_text_input
device:
- device.text_input_window
lepton_env:
LEPTON_ENV_LIBGL_NOERROR: '1'
verified:
date: '2026-10-04'
updated: '2026-10-04'
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
+17
View File
@@ -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
+21
View File
@@ -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
+18
View File
@@ -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
+8 -3
View File
@@ -3,13 +3,18 @@ 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). The right eye jitters during races.'
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).
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
@@ -20,5 +25,5 @@ device:
- device.text_input_window
verified:
date: '2026-10-04'
updated: '2026-10-04'
updated: '2026-10-05'
source_hint: WiiCompiled
+18
View File
@@ -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
+104 -2
View File
@@ -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]
@@ -69,6 +104,12 @@ signatures:
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
@@ -81,6 +122,12 @@ signatures:
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
@@ -91,8 +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]
@@ -125,6 +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
@@ -149,6 +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
+5
View File
@@ -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`.
+1 -1
View File
@@ -6,7 +6,7 @@ Other games get suggested patches from detection rules; each suggestion states i
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.
![Patches](images/patches.png)
+1 -1
View File
@@ -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.
+31
View File
@@ -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**.
+149
View File
@@ -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.
+34 -8
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@@ -1,72 +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 config can be shared from the app (**Share working config…**).
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 | |
| Accounting+ | Quest | ⚠️ Works with issues | Starts in VR, but doesn't get past its "press any button" screen. |
| Arcsmith | Quest | ⚠️ Works with issues | Right eye distorts during movement (unresolved; swap, tracking, Valve layers, depth and pacing ruled out). |
| Assassin's Creed Nexus | Quest | ⚠️ Works with issues | Some launch warning text is still upside down; the rest of the UI is fixed by flip emulation. |
| I Am Cat | Quest | ⚠️ Works with issues | The view vibrates slightly, even when holding still. |
| Into The Radius 2 | Quest | ⚠️ Works with issues | Flickering textures were reported; space warp is turned off to address them (not yet confirmed in a headset). |
| Lucky's Tale | Quest | ⚠️ Works with issues | Runs out of memory within a few minutes and freezes the Frame until the game is killed. |
| 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). |
| QuestCraft | Quest | ⚠️ Works with issues | The launcher runs, but Minecraft crashes while starting its graphics (OpenGL error 1282). |
| 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… |
| BONELAB | Quest | ❌ Doesn't run | Crashes while starting its graphics (Vulkan); no fix yet. |
| 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. |
| Sniper Elite VR | Quest | ❌ Doesn't run | GPU hang (zink: DEVICE LOST) even with MSAA off. |
| Sports Scramble (Santa Cruz) | Quest | ❌ Doesn't run | 32-bit only; the Frame has no AArch32. |
+106 -15
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@@ -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.
[![The install tutorial](media/frameport-install.jpg)](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).
@@ -49,6 +54,20 @@ 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
@@ -71,13 +90,51 @@ which would end Desktop Mode). This is new: please report anything odd with **Re
- 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.
![Game page](images/game.png)
@@ -88,10 +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.
@@ -99,8 +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
@@ -110,13 +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.
@@ -127,31 +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 one game folder…** with the game's folder (pick the program that
**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 (arm64)
## 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 (arm64)…** takes an AppImage or a `.zip`/`.tar.gz`/
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 can't run on the Frame: FramePort says so when you add one. Look for an aarch64/arm64 download.
- The app must bring the libraries SteamOS doesn't have. If some are missing, the install reports them and the game
- **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.
@@ -166,7 +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,
@@ -181,12 +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 an arm64 Linux app (AppImage, folder or archive) |
| `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 |
+99
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@@ -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
[![Install with FramePort](https://cdn.jsdelivr.net/gh/spoopyghosty0/frameport@main/docs/badges/install-with-frameport-animated.svg)](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.
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@@ -13,13 +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 |
| 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 |
@@ -32,13 +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 |
@@ -56,13 +77,22 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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) |
@@ -72,6 +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) |
@@ -86,15 +118,29 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
| 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 1-2 s now and then, no flicker; only some games (Blade & Sorcery) | the headset's wear sensor flickers off while worn (SteamVR vrserver.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=1` + `focus_hold_ms=2500` per game; native games don't react, so it's per game |
| 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 |
| Graphics crash in vkCreateInstance with pc == fault address, from the game's own Vulkan hooks (BONELAB `libSLZQuestNative`) | a pointer into memory freed with OVRPlugin's pre-init OpenXR instance; not the runtime (vrclient.so) or Fossilize being unloaded (keeping both loaded with RTLD_NODELETE didn't help) | 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).
@@ -110,6 +156,14 @@ version is `catalog/triage.yaml` (used by `frameport test` / the Job screen); ke
touching new memory (`perf script -F comm,tid,ip,dso`); `-t <tid> -F 499` samples one thread. Map IL2CPP
addresses with a full Cpp2IL diffable-cs dump (method `Offset` = address − the r-xp mapping of libil2cpp.so).
Sample memory per mapping name from `/proc/<pid>/smaps` (`[anon:libc_malloc]` = native heap).
- Hangs (every thread asleep): backtraces of all threads with gdb. Root inside the Lepton container may ptrace the
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:`
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# 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):
| | |
|---|---|
| ![Installing](images/install-progress.png) | ![Live view](images/live-view.png) |
| ![Appearance](images/appearance.png) | ![Game page](images/game.png) |
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# 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).
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# The demo library for the docs screenshots and the demo tour (built by scripts/showcase/demo_home.py into an
# isolated FRAMEPORT_HOME; see docs/SHOWCASE.md). Real catalog games, so recipes, patches and store art are the
# ones FramePort really uses; the technical analysis of each (engine, XR API, libraries, sizes) is in
# demo-analyses.json, exported from real APK analyses without any paths. Nothing here is anyone's own data.
#
# Per game:
# frame: on the pretend Frame: internal | sd | outdated (internal, but an older build: "Update on Frame");
# left out = not installed
# played: last played, days before the render (the Library sorts the "On your Frame" shelf by it)
# added: added to the library, days before the render (default 30)
# tested: the last launch test passed (default: when installed)
# tags: user tags (store genres become tags by themselves)
# title: overrides the catalog/store title
# art: pick = the art a user gets from Find artwork's Meta result (when the store's own art is a placeholder)
frame:
battery: 82 # %
running: com.StressLevelZero.BONELAB # the game the Monitor tab and the sidebar's live card show (it needs
# store screenshots: Take screenshot adds one of it)
games:
- package: com.camouflaj.manta
frame: internal
played: 0.6
tags: [Favorites]
- package: com.Sanzaru.Wrath2
art: pick # the store's image service has a placeholder cover for it: use the picker's Meta result
frame: sd
played: 1.2
tags: [Favorites]
- package: com.twistedpixelgames.PILO
frame: internal
played: 2.4
- package: com.StressLevelZero.BONELAB
frame: internal
played: 0.05
- package: com.vertigogames.ImpactDevelopment
frame: outdated
played: 4.5
- package: com.CyanWorlds.Myst
frame: sd
played: 6
- package: com.playful.LuckysTale
frame: internal
played: 9
tags: [Favorites]
- package: com.FuturLab.PowerWashSimulator
frame: internal
played: 12
- package: com.CyanWorlds.Riven
added: 2
- package: com.FireproofStudios.TheRoomVR
- package: com.NewFolderGames.IAmCat
- package: com.BithellGames.Arcsmith
- package: com.zenstudios.PFXVRQuest
- package: com.Ubisoft.ACNexusVR
- package: com.Solfar.InDeath
- package: com.survios.Creed
- package: com.crytek.climb2
- package: com.thunderful.legobricktales
- package: com.GhostlyBirdGames.BattleGlide
- package: cn.vr4p.oculus4xvrplayerov
- package: rift.rick_and_morty_virtual_rick_ality
added: 5
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@@ -0,0 +1,109 @@
# The docs screenshots: scripts/showcase/render_docs.py renders each into docs/images/<name>.png from the demo
# library (demo-library.yaml) with a pretend Frame, and rewrites a file only when the picture really changed.
# Steps: see scripts/showcase/steps.py. Each shot starts in a fresh window (its own app session).
#
# viewport: [w, h] browser size in px (default below); scale: UI scale (1.0)
# crop: {dialog: true, pad}: the open dialog; {anchor: <name>, left, top, width, height}: a box placed
# relative to the top-left corner of the element called <name> (left/top may be negative);
# or {x, y, width, height} in page px
# docs: where the image is used (checked by the tests: every image a doc shows has an entry here)
vars:
game: com.camouflaj.manta # installed on the pretend Frame
new_game: com.CyanWorlds.Riven # in the library, not installed yet
defaults:
viewport: [1280, 820]
shots:
- name: library
docs: [README.md]
steps:
- go: library
- wait_for: "On your Frame"
- settle: true
- name: game
docs: [docs/INSTALL.md, docs/SHOWCASE.md]
viewport: [1280, 1100]
steps:
- open_game: ${game}
- wait_for: "Where it's installed"
- name: game-settings
docs: [docs/INSTALL.md]
steps:
- open_game: ${game}
- call: {fn: settings_dialog, args: ["${game}"]}
- wait_for: "Game settings"
crop: {dialog: true}
- name: patches
docs: [docs/COMPATIBILITY.md]
viewport: [1280, 2600]
steps:
- open_game: {package: "${game}", advanced: true}
- wait_for: "What FramePort will do"
crop: {anchor: "What FramePort will do", left: -32, top: -12, width: 1044, height: 820}
- name: frame
docs: [docs/COMPATIBILITY.md]
steps:
- go: frame
- wait_for: "Ready to play"
- name: files
docs: [docs/COMPATIBILITY.md]
steps:
- go: files
- wait_for: "Upload files…"
- wait: 1.0
- hook: {name: select_files, args: [1, 2]}
- name: screenshots
docs: [README.md]
steps:
- go: screenshots
- wait_for: "Take screenshot"
- name: screenshot-viewer
docs: [README.md]
steps:
- go: screenshots
- wait_for: "Take screenshot"
- wait: 1.5
- call: {fn: screenshots_view.viewer, args: [0]}
- wait_for: "Close"
- name: type-on-frame
docs: [README.md]
steps:
- hook: type_tab
- wait_for: "Keyboard connected"
- name: monitor
docs: [README.md]
viewport: [1280, 1150]
steps:
- go: monitor
- wait_for: "Processes"
# newer screens (docs/SHOWCASE.md's gallery; the README picks what it needs)
- name: live-view # idle: a running stream shows its relay's random port and the data rate (no stable picture)
docs: [docs/SHOWCASE.md]
steps:
- go: live
- wait_for: "What the player sees"
- name: install-progress
docs: [docs/SHOWCASE.md]
steps:
- hook: {name: held_install, args: ["${new_game}"]}
- open_game: ${new_game}
- wait_for: "Cancel"
- name: appearance
docs: [docs/SHOWCASE.md]
steps:
- go: settings
- wait_for: "Portal (OLED)"
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@@ -0,0 +1,125 @@
# The install tutorial: from the download to the first game on the Steam Frame (docs/INSTALL.md links it; every
# release attaches it as FramePort-install.mp4). FramePort starts as on a new computer (the "fresh" demo profile:
# empty library, welcome screen, no Frame set up); what happens outside FramePort (the download, a command typed
# on the Frame) is told on instruction cards. Recorded by scripts/showcase/record_video.py; the format is in
# docs/SHOWCASE.md ("Videos").
output: docs/media/frameport-install.mp4
budget_mb: 12
poster_at: 9
start:
profile: fresh # FramePort's first start
frame: disconnected # the Frame isn't set up yet
route: welcome
setup:
- hook: {name: first_run, args: ["D:/Games", 1.4]} # the tool download and the folder scan, at a watchable pace
vars:
game: com.playful.LuckysTale
title:
heading: Installing FramePort
line: From the download to your first game on the Steam Frame
seconds: 3.4
end:
heading: You're set
line: Your game is in the Frame's Steam library. More help in docs/INSTALL.md
footer: github.com/spoopyghosty0/frameport
seconds: 4.0
scenes:
- name: download
seconds: 7.5
card:
eyebrow: "Step 1 · On your computer"
heading: Download FramePort
steps:
- "Open **github.com/spoopyghosty0/frameport** → **Releases** → the latest one"
- "Download the archive for your computer: **FramePort-windows-x64.zip**, **FramePort-macos-arm64.zip** or **FramePort-linux-x64.tar.gz**"
- "Extract it anywhere. There's no installer and no admin rights are needed"
- name: first-start
seconds: 7.5
card:
eyebrow: "Step 2 · First start"
heading: Start FramePort
steps:
- "**Windows:** open **FramePort.exe**. At “Windows protected your PC” choose **More info** → **Run anyway**"
- "**macOS:** right-click **FramePort.app** → **Open** → **Open**"
- "**Linux:** run **FramePort/FramePort**"
note: "FramePort is signed with a free certificate, so your system asks once."
- name: welcome
caption: ["FramePort gets itself ready", "It downloads the tools it uses (Java, OVRPort, apksigner) by itself"]
hold: 1.0
steps:
- wait: 1.0
- hook: {name: wait_jobs, args: [40]}
- wait_for: "Java, OVRPort and apksigner are ready."
- wait: 1.0
- name: connect
caption: ["Connect your Steam Frame", "Once: FramePort shows a command to run on the Frame"]
hold: 1.5
steps:
- click: "Set up the Frame"
- wait: 1.6
- click: "Show setup command"
- wait_for: "Waiting for your Frame"
- wait: 1.0
- hover: "Copy"
- wait: 1.4
- name: on-the-frame
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**"
- "Open the app menu (bottom left) → **System** → **Konsole**"
- "Type the command FramePort shows and press **Enter**"
code: "curl -fsS <your-PC-address>:8765/<one-time-code> | bash"
note: "FramePort shows your PC's address and a one-time code in place of **<…>**. The desktop closes by itself after a few seconds (Steam restarts once); if Steam asks to install **Lepton**, confirm it. No password is needed."
- name: connected
caption: ["Your Frame is connected", "From now on FramePort finds it by itself"]
hold: 1.2
steps:
- hook: {name: pairing_done, args: [1.6]}
- wait_for: "Ready to play"
- wait: 1.2
- hover: "Quest games (Lepton)"
- wait: 1.6
- name: add-games
caption: ["Add your games", "Point FramePort at the folder with your games"]
hold: 1.0
steps:
- nav: "Library"
- wait: 1.2
- click: "Scan a folder…"
- hook: {name: wait_jobs, args: [40]}
- wait: 1.2
- hover: {name: "Lucky's Tale", dy: 0.3}
- wait: 1.0
- name: install
caption: ["Install a game", "FramePort patches it, installs it and adds it to the Frame's Steam library"]
hold: 1.2
steps:
- click: {name: "Lucky's Tale", dy: 0.35} # (the title: the card's middle is its Install button)
- wait_for: "Where it's installed" # (the game page: a click that missed fails here)
- wait: 1.2
- click: "Install on Frame"
- wait: 0.6
- move: [860, 640]
- hook: {name: wait_jobs, args: [45]}
- wait: 1.0
- name: play
caption: ["Play", "Start it from FramePort, or from Steam in the headset"]
steps:
- click: "Play on Frame"
- wait: 2.6
- park: true
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# The demo tour: FramePort in use (README teaser, docs/media, every release as FramePort-tour.mp4).
# Recorded by scripts/showcase/record_video.py; the storyboard format is in docs/SHOWCASE.md ("Videos").
output: docs/media/frameport-tour.mp4
teaser: docs/images/tour-teaser.webp
budget_mb: 12
start:
profile: demo # the library in use: games installed on the pretend Frame, BONELAB running
frame: connected
vars:
game: com.camouflaj.manta # installed on the pretend Frame
new_game: com.CyanWorlds.Riven # installed during the tour
title:
heading: FramePort
line: Quest, Android and PC VR games on the Steam Frame
seconds: 3.2
end:
heading: FramePort
line: Open source · bring your own games
footer: github.com/spoopyghosty0/frameport
seconds: 3.6
scenes:
- name: library
caption: ["Your library, ready for the Frame", "Quest, Android and PC VR games from your own folders"]
teaser: [0.8, 3.2]
steps:
- go: library
- wait: 1.2
- hover: {name: "Batman: Arkham Shadow", dy: 0.3}
- wait: 1.0
- hover: {name: "Marvel's Deadpool VR", dy: 0.3}
- wait: 0.8
- hover: "Assassin's Creed Nexus"
- wait: 0.8
- hover: "Lucky's Tale"
- wait: 0.8
- park: true
- type: "ri"
- wait: 1.6
- name: game
caption: ["Every game gets its own recipe", "Known-good fixes from the catalog, or suggested from the game itself"]
steps:
- click: {name: "Riven", dy: 0.35} # (the title: the card's middle is its Install button)
- wait: 1.8
- hover: "Works"
- wait: 0.7
- scroll: {dy: 420, at: [860, 560]}
- wait: 1.2
- scroll: {dy: -420, at: [860, 560]}
- wait: 0.5
- name: install
caption: ["One click to install", "Patched, signed, uploaded, added to Steam and launch-tested"]
teaser: [0.6, 4.0]
hold: 1.2
steps:
- click: "Install on Frame"
- wait: 0.6
- move: [860, 640]
- hook: {name: wait_jobs, args: [45]}
- wait: 1.0
- name: play
caption: ["Play from your PC", "Starts the game in the headset through Steam"]
teaser: [4.3, 3.2]
steps:
- nav: "Library"
- call: library_view.clear_search
- wait: 1.4
- hover: {name: "Asgard's Wrath 2", dy: 0.3}
- wait: 0.6
- hover: {name: "Batman: Arkham Shadow", dy: 0.3}
- wait: 0.6
- click: {name: "Play on Frame", nth: 0}
- wait: 2.6
- park: true
- wait: 0.4
- name: monitor
caption: ["See what the Frame is doing", "Frame rate, CPU, GPU, temperatures and every process, live"]
teaser: [0.5, 2.6]
steps:
- nav: "Monitor"
- wait: 2.4
- hover: "Temperature" # (a tile only: "GPU" is also the process table's sortable column)
- wait: 1.0
- hover: "Battery"
- wait: 1.0
- click: "Show details"
- wait: 1.8
- park: true
- name: screenshots
caption: ["Screenshots from the headset", "Take one from the PC, then view or download them"]
steps:
- nav: "Screenshots"
- wait: 1.6
- click: "Take screenshot"
- wait_for: "BONELAB · 2026-10-04 21:50"
- wait: 0.8
- click: "BONELAB · 2026-10-04 21:50"
- wait: 2.0
- click: "Close"
- wait: 0.4
- name: files
caption: ["Files on the Frame", "Videos, mods and saves: upload, download, select with a drag"]
steps:
- nav: "Files"
- wait: 1.6
- drag: ["Concert 8K 3D.mp4", "Mars landing (VR180).mkv"]
- wait: 1.0
- right_click: "Earth from orbit (360).mp4"
- wait: 1.4
- press: Escape
- wait: 0.6
- name: themes
caption: ["Make it yours", "Dark themes, including true black for OLED screens"]
steps:
- nav: "Settings"
- wait: 1.4
- click: "Portal (OLED)"
- wait: 1.4
- click: "Original"
- wait: 1.4
- click: "Portal"
- wait: 1.0
- nav: "Library"
- wait: 1.4
+13
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@@ -0,0 +1,13 @@
{
"name": "Ember & Ice",
"base": "portal",
"dual": true,
"colors": {
"ACCENT": "#FF5A36",
"ACCENT_SOFT": "#3A1710",
"SECONDARY": "#5CE1E6",
"SECONDARY_SOFT": "#0E3033",
"PC": "#5CE1E6",
"INFO": "#5CE1E6"
}
}
+4 -3
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@@ -11,14 +11,15 @@ embeds debug paths (`-g`) and the dex depends on the d8 version, so those differ
| Dir | Artifact | What / why |
|---|---|---|
| `adapter/` | `{arm64-v8a,armeabi-v7a}/libopenxr_loader_generic.so` | **FrameBridge**: replaces overport's generic loader (which is renamed `libopenxr_loader_original.so`) and fixes Steam Frame runtime gaps. Hooks xrCreateInstance, swapchains, xrEndFrame, spaces, xrPollEvent, … everything else is forwarded by `gen_forwarders.py`-generated tail calls. `scene_emu.c` = Meta scene/spatial-entity emulation; `flip_vk.c` = Vulkan blit for VERTICAL_FLIP quads. `session_fixes.c` = per-game session fixes, all off by default and hooked only when on (`layer_debug` diagnostics, `stable_local`, `focus_hold`, aim correction `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`); `layer_emul_gl.c` = `equirect_emul` (GLES sessions only): 360° equirect/equirect2 layers become one adapter projection layer, drawn by a worker thread with its own EGL context shared with the app's: each 360° image is converted to a cube map only when it changes, and the view is redrawn only after a 4° head turn (GL/EGL resolved with dlopen, so Vulkan games never load them); `layer_math.h` = their pose/face math, tested on the host by `tests/test_layer_emul.py`. `render_model.c` = XR_FB_render_model emulation (setting `controller_models`, off by default): serves `files/framebridge/controller_{left,right}.glb`, which the agent converts on the Frame from SteamVR's own Frame controller render models (never shipped by FramePort); tested on the host by `tests/test_render_model.py`. Settings: `libframe_settings.so` in the APK + `settings.conf`/`framebridge.conf` on the Frame. |
| `vrapi-bridge/` | `arm64-v8a/libvrapi.so` | VrApi → OpenXR bridge from [Android-XR-Bridge/OVRPort](https://github.com/Android-XR-Bridge/OVRPort) `native/vrapi` at 5e7df52 (GPL-3.0, `LICENSE.upstream`; unchanged upstream as of OVRPort v1.2.5, which ships the unpatched code as its opt-in `patch_vrapi_openxr` in experimental CLI builds), with our changes in `upstream-patches/`: GLES sessions + GL texture swapchains, cylinder→quad layers, GL vertical flip, UNORM↔sRGB format twins, 30 s VR-mode deadline, VALID-only recenter, loading-icon layers skipped, diagnostics behind `-DOVP_GL_DIAG`. |
| `adapter/` | `{arm64-v8a,armeabi-v7a}/libopenxr_loader_generic.so` | **FrameBridge**: replaces overport's generic loader (which is renamed `libopenxr_loader_original.so`) and fixes Steam Frame runtime gaps. Hooks xrCreateInstance, swapchains, xrEndFrame, spaces, xrPollEvent, … everything else is forwarded by `gen_forwarders.py`-generated tail calls. `scene_emu.c` = Meta scene/spatial-entity emulation; `flip_vk.c` = Vulkan blit for VERTICAL_FLIP quads. `session_fixes.c` = per-game session fixes, all off by default and hooked only when on (`layer_debug` diagnostics, `stable_local`, `focus_hold`, aim correction `aim_pitch/aim_yaw/aim_forward`, `refresh_rate`); `input_diag.c` = controller-input diagnostics (setting `input_diag`, off by default and hooked only when on; logs suggested interaction profiles and the runtime's answers, each hand's current profile, functions the runtime lacks and failing input/haptics/perf calls, each line once; tested on the host by `tests/test_input_diag.py`); `layer_emul_gl.c` = `equirect_emul` (GLES sessions only): 360° equirect/equirect2 layers become one adapter projection layer, drawn by a worker thread with its own EGL context shared with the app's: each 360° image is converted to a cube map only when it changes, and the view is redrawn only after a 4° head turn (GL/EGL resolved with dlopen, so Vulkan games never load them); `layer_math.h` = their pose/face math, tested on the host by `tests/test_layer_emul.py`. `render_model.c` = XR_FB_render_model emulation (setting `controller_models`, off by default): serves `files/framebridge/controller_{left,right}.glb`, which the agent converts on the Frame from SteamVR's own Frame controller render models (never shipped by FramePort); tested on the host by `tests/test_render_model.py`. Settings: `libframe_settings.so` in the APK + `settings.conf`/`framebridge.conf` on the Frame. |
| `vrapi-bridge/` | `arm64-v8a/libvrapi.so` | VrApi → OpenXR bridge from [Android-XR-Bridge/OVRPort](https://github.com/Android-XR-Bridge/OVRPort) `native/vrapi` at 5e7df52 (GPL-3.0, `LICENSE.upstream`; unchanged upstream as of OVRPort v1.2.5, which ships the unpatched code as its opt-in `patch_vrapi_openxr` in experimental CLI builds), with our changes in `upstream-patches/`: GLES sessions + GL texture swapchains, cylinder→quad layers, GL vertical flip, UNORM↔sRGB format twins, 30 s VR-mode deadline, VALID-only recenter, loading-icon layers skipped, `vrapi_PollEvent`/`RecenterPose`/`SetDisplayRefreshRate`/`GetSystemPropertyFloatArray` (BlazeRush imports them, GitHub #57), diagnostics behind `-DOVP_GL_DIAG`. `upstream-patches/` reproduces these sources from the fork's `native/vrapi` (checked 2026-10-06 against its latest commit); upstream PRs Android-XR-Bridge/OVRPort#3-#8, tracked in GitHub #75. |
| `platformcompat/` | `arm64-v8a/libovrplatformcompat.so` | Real `ovrMessageType_ToString` (same fork, `native/platform`). |
| `langpack/` | `arm64-v8a/libfp_langpack.so` | Language packs for the Meta Platform SDK (patch `frame.langpacks`, opt-in). overport's platform loader is a dispatcher in front of Meta's own loader and answers `ovr_LanguagePack_GetCurrent/SetCurrent` with `return 0` (no reply ever). This library becomes the loader's first DT_NEEDED; the loader's own exports of the 31 functions it defines are made STB_LOCAL in `.dynsym` (`elf.hide_exports`, nothing moves), so symbol lookups reach the library first. It serves `<tag>.lang` files found in the game's OBB / app files (`$FRAMEPORT_LANGPACK_DIRS` overrides the search path) through `ovr_LanguagePack_*`, `ovr_AssetFile_GetList` (the loader's list + the packs) and `ovr_AssetFile_StatusById`; its own message queue is merged into `ovr_PopMessage`, and every handle that is not ours (an address-range check) goes to the loader's original function, whose address is read at run time from the loader's in-memory `.dynsym`. Host-tested against a stand-in loader (`tests/test_langpack.py`, plain `cc`, no NDK); the bionic/headset side is unverified. |
| `langpack/` | `arm64-v8a/libfp_langpack.so` | Language packs for the Meta Platform SDK (patch `frame.langpacks`, opt-in). overport's platform loader is a dispatcher in front of Meta's own loader and answers `ovr_LanguagePack_GetCurrent/SetCurrent` with `return 0` (no reply ever). This library becomes the loader's first DT_NEEDED; the loader's own exports of the 31 functions it defines are made STB_LOCAL in `.dynsym` (`elf.hide_exports`, nothing moves), so symbol lookups reach the library first. It serves `<tag>.lang` files found in the game's OBB / app files (`$FRAMEPORT_LANGPACK_DIRS` overrides the search path) through `ovr_LanguagePack_*`, `ovr_AssetFile_GetList` (the loader's list + the packs) and `ovr_AssetFile_StatusById`; its own message queue is merged into `ovr_PopMessage`, and every handle that is not ours (an address-range check) goes to the loader's original function, whose address is read at run time from the loader's in-memory `.dynsym`. With patch `frame.asset_files` (marker byte `@FPASSETS@`, or env `FRAMEPORT_ASSET_FILES=1`) it also lists the data's `*.pak` content files as installed `default` asset files and answers `ovr_AssetFile_DownloadById` for them at once (a completed `DownloadUpdate`, then the result with the path). Host-tested against a stand-in loader (`tests/test_langpack.py`, plain `cc`, no NDK); the bionic/headset side is unverified. |
| `glshim/` | `arm64-v8a/libglshim.so` | Mesa GLSL compatibility for GLAD engines (hooks eglGetProcAddress): comments out `#pragma` before `#extension`, enables `GL_EXT_shader_implicit_conversions`, hides GL_OVR_multiview (`gl_hide_multiview`, default 1) and logs failed shaders. `-DGLSHIM_TRACE` adds per-FBO draw/error tracing. |
| `xrlayer/` | `linux-arm64/libxr_frameport_timefix.so` + `XR_APILAYER_FRAMEPORT_timefix.json` | OpenXR API layer for Windows PC VR games under Proton on the Frame (glibc aarch64, built freestanding with the NDK's clang), on by default (patch `pcvr.xr_timefix`). Retries `xrCreateInstance` as an OpenXR 1.0 app when the runtime rejects 1.1 (the Frame's SteamVR runtime does, and Proton 11's VR helper asks for 1.1). Also emulates `xrConvertTimespecTimeToTimeKHR`/`xrConvertTimeToTimespecTimeKHR` if the runtime refuses them (the Frame's Android runtime does; its Linux runtime, used by Proton, supports them as of 2026-09-29 — so this part is only a fallback; Proton's wineopenxr needs them for `XR_KHR_win32_convert_performance_counter_time`, which Revive requires) with the adapter's xrWaitFrame-calibrated offset, and drops the extension from xrCreateInstance if the runtime rejects it. Enabled per game by the Proton launch.sh (`XR_API_LAYER_PATH`, `XR_ENABLE_API_LAYERS`). `tests/test_xrlayer.py` builds it for x86_64 and drives it via ctypes. |
| `oculushmd/` | `win-x64/fp_oculushmd.exe` | PC VR counterpart of overport's `patch_oculus_unreal` (patch `pcvr.oculus_unreal`, default for Unreal Rift games on the Frame). Unreal's OculusHMD and LibOVR's `ovr_Detect` only start when the Windows named event `OculusHMDConnected` exists and is signalled (the Oculus service creates it). `fp_oculushmd.exe <command line>` creates it (manual reset, signalled), runs the command (Revive's injector) in a job object and keeps the event until every process in the job — the game and its children — has exited (fallback without job support: 3 minutes); returns the command's exit code and logs `FramePort oculushmd: …` to stderr (launch.log). Freestanding Windows x64 console exe (no CRT, no Windows SDK): the NDK's clang + `lld-link /Brepro` with a kernel32 import library generated by `llvm-dlltool`, so it's byte-reproducible. Tested on Windows from WSL with a build whose event name is `-DEVENT_NAME=L"…"` (the Oculus service owns the real event on a PC with the Oculus app). |
| `xrshim/` | `arm64-v8a/libframe_xrshim.so` | FrameBridge extension shim, only in builds with `controller_models=1`. overport's dispatcher (`libopenxr_loader.so`) answers `xrGetInstanceProcAddr` from a fixed table and refuses everything else (`overportOXR: Unknown proc addr: xrLoadRenderModelFB`), so the adapter never sees XR_FB_render_model lookups. Meta's OVRPlugin gets the function with `dlopen("libopenxr_loader.so")` + `dlsym`, so FramePort rewrites that `.rodata` string in `libOVRPlugin.so` (same length, in place) to `libframe_xrshim.so`. The shim returns the adapter's emulated functions (`framebridge_extension_proc`) and forwards every other name to overport. A DT_NEEDED interposer does not work here (dlsym on a handle searches that library first); tried and dropped. |
| `venc/` | `linux-arm64-bin/fp_venc` | Hardware H.264 encoder for the live view, run on the Frame (spec: `venc/SPEC.md`). Reads SteamVR's "headset view" webcam (v4l2loopback `/dev/video99`, RGB24), box-scales and converts it to NV12 (BT.709 limited range; `convert.c`, NEON with a bit-identical scalar reference, also built for x86_64 by the host test), and feeds the SoC's V4L2 stateful encoder (`dev-encoder.rst`, Qualcomm iris `/dev/video-enc0`): CBR, no B-frames, SPS/PPS on every IDR, one frame per slot of a fixed grid (fps = a divisor of the panel refresh read through DRM KMS, default cap 45), Annex B on stdout. stdin `k` = keyframe, `q`/EOF = drain and stop; `--probe` prints the setup as JSON, `--selftest` compares NEON and scalar output. Fully static and freestanding (raw syscalls, own `_start`; only the NDK's kernel UAPI headers, staged in `.cache/uapi-arm64`), byte-reproducible. Lives in `linux-arm64-bin/` because `linux-arm64/` is uploaded whole as the OpenXR layer. |
| `java-stubs/` | `dex/oculusos-stubs.dex` | No-op `com.oculus.os.AnalyticsEvent` / `UnifiedTelemetryLogger` for native code that looks them up. |
The ovr_* stub library is *not* prebuilt: `src/frameport/analysis/stubgen.py` generates it per game from the exact
-60
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@@ -1,19 +1,4 @@
// Generated: register-preserving tail-call forwarders (see frame_adapter.c).
.text
.p2align 2
.globl xrApplyHapticFeedback
.type xrApplyHapticFeedback, %function
xrApplyHapticFeedback:
adrp x16, fwd_xrApplyHapticFeedback
ldr x16, [x16, :lo12:fwd_xrApplyHapticFeedback]
br x16
.size xrApplyHapticFeedback, .-xrApplyHapticFeedback
.data
.p2align 3
.globl fwd_xrApplyHapticFeedback
.hidden fwd_xrApplyHapticFeedback
fwd_xrApplyHapticFeedback:
.quad frame_unsupported
.text
.p2align 2
.globl xrAttachSessionActionSets
@@ -28,21 +13,6 @@ xrAttachSessionActionSets:
.globl fwd_xrAttachSessionActionSets
.hidden fwd_xrAttachSessionActionSets
fwd_xrAttachSessionActionSets:
.quad frame_unsupported
.text
.p2align 2
.globl xrBeginFrame
.type xrBeginFrame, %function
xrBeginFrame:
adrp x16, fwd_xrBeginFrame
ldr x16, [x16, :lo12:fwd_xrBeginFrame]
br x16
.size xrBeginFrame, .-xrBeginFrame
.data
.p2align 3
.globl fwd_xrBeginFrame
.hidden fwd_xrBeginFrame
fwd_xrBeginFrame:
.quad frame_unsupported
.text
.p2align 2
@@ -403,21 +373,6 @@ xrPathToString:
.globl fwd_xrPathToString
.hidden fwd_xrPathToString
fwd_xrPathToString:
.quad frame_unsupported
.text
.p2align 2
.globl xrReleaseSwapchainImage
.type xrReleaseSwapchainImage, %function
xrReleaseSwapchainImage:
adrp x16, fwd_xrReleaseSwapchainImage
ldr x16, [x16, :lo12:fwd_xrReleaseSwapchainImage]
br x16
.size xrReleaseSwapchainImage, .-xrReleaseSwapchainImage
.data
.p2align 3
.globl fwd_xrReleaseSwapchainImage
.hidden fwd_xrReleaseSwapchainImage
fwd_xrReleaseSwapchainImage:
.quad frame_unsupported
.text
.p2align 2
@@ -523,20 +478,5 @@ xrSyncActions:
.globl fwd_xrSyncActions
.hidden fwd_xrSyncActions
fwd_xrSyncActions:
.quad frame_unsupported
.text
.p2align 2
.globl xrWaitSwapchainImage
.type xrWaitSwapchainImage, %function
xrWaitSwapchainImage:
adrp x16, fwd_xrWaitSwapchainImage
ldr x16, [x16, :lo12:fwd_xrWaitSwapchainImage]
br x16
.size xrWaitSwapchainImage, .-xrWaitSwapchainImage
.data
.p2align 3
.globl fwd_xrWaitSwapchainImage
.hidden fwd_xrWaitSwapchainImage
fwd_xrWaitSwapchainImage:
.quad frame_unsupported
.section .note.GNU-stack,"",%progbits
-4
View File
@@ -1,7 +1,5 @@
// Generated from overport 3.4.3 libopenxr_loader_generic.so exports minus hooked functions.
FORWARD(xrApplyHapticFeedback)
FORWARD(xrAttachSessionActionSets)
FORWARD(xrBeginFrame)
FORWARD(xrBeginSession)
FORWARD(xrCreateAction)
FORWARD(xrCreateActionSet)
@@ -26,7 +24,6 @@ FORWARD(xrGetReferenceSpaceBoundsRect)
FORWARD(xrGetSystem)
FORWARD(xrGetViewConfigurationProperties)
FORWARD(xrPathToString)
FORWARD(xrReleaseSwapchainImage)
FORWARD(xrRequestExitSession)
FORWARD(xrResultToString)
FORWARD(xrStopHapticFeedback)
@@ -34,4 +31,3 @@ FORWARD(xrStringToPath)
FORWARD(xrStructureTypeToString)
FORWARD(xrSuggestInteractionProfileBindings)
FORWARD(xrSyncActions)
FORWARD(xrWaitSwapchainImage)
-68
View File
@@ -3,23 +3,6 @@
.arm
.text
.p2align 2
.globl xrApplyHapticFeedback
.type xrApplyHapticFeedback, %function
xrApplyHapticFeedback:
ldr ip, 1f
2: add ip, pc, ip
ldr ip, [ip]
bx ip
1: .word fwd_xrApplyHapticFeedback - (2b + 8)
.size xrApplyHapticFeedback, .-xrApplyHapticFeedback
.data
.p2align 2
.globl fwd_xrApplyHapticFeedback
.hidden fwd_xrApplyHapticFeedback
fwd_xrApplyHapticFeedback:
.word frame_unsupported
.text
.p2align 2
.globl xrAttachSessionActionSets
.type xrAttachSessionActionSets, %function
xrAttachSessionActionSets:
@@ -34,23 +17,6 @@ xrAttachSessionActionSets:
.globl fwd_xrAttachSessionActionSets
.hidden fwd_xrAttachSessionActionSets
fwd_xrAttachSessionActionSets:
.word frame_unsupported
.text
.p2align 2
.globl xrBeginFrame
.type xrBeginFrame, %function
xrBeginFrame:
ldr ip, 1f
2: add ip, pc, ip
ldr ip, [ip]
bx ip
1: .word fwd_xrBeginFrame - (2b + 8)
.size xrBeginFrame, .-xrBeginFrame
.data
.p2align 2
.globl fwd_xrBeginFrame
.hidden fwd_xrBeginFrame
fwd_xrBeginFrame:
.word frame_unsupported
.text
.p2align 2
@@ -459,23 +425,6 @@ xrPathToString:
.globl fwd_xrPathToString
.hidden fwd_xrPathToString
fwd_xrPathToString:
.word frame_unsupported
.text
.p2align 2
.globl xrReleaseSwapchainImage
.type xrReleaseSwapchainImage, %function
xrReleaseSwapchainImage:
ldr ip, 1f
2: add ip, pc, ip
ldr ip, [ip]
bx ip
1: .word fwd_xrReleaseSwapchainImage - (2b + 8)
.size xrReleaseSwapchainImage, .-xrReleaseSwapchainImage
.data
.p2align 2
.globl fwd_xrReleaseSwapchainImage
.hidden fwd_xrReleaseSwapchainImage
fwd_xrReleaseSwapchainImage:
.word frame_unsupported
.text
.p2align 2
@@ -595,22 +544,5 @@ xrSyncActions:
.globl fwd_xrSyncActions
.hidden fwd_xrSyncActions
fwd_xrSyncActions:
.word frame_unsupported
.text
.p2align 2
.globl xrWaitSwapchainImage
.type xrWaitSwapchainImage, %function
xrWaitSwapchainImage:
ldr ip, 1f
2: add ip, pc, ip
ldr ip, [ip]
bx ip
1: .word fwd_xrWaitSwapchainImage - (2b + 8)
.size xrWaitSwapchainImage, .-xrWaitSwapchainImage
.data
.p2align 2
.globl fwd_xrWaitSwapchainImage
.hidden fwd_xrWaitSwapchainImage
fwd_xrWaitSwapchainImage:
.word frame_unsupported
.section .note.GNU-stack,"",%progbits
+423 -6
View File
@@ -26,6 +26,9 @@
// render_model.c);
// * per-game session fixes (session_fixes.c, all off by default): layer_debug diagnostics, stable_local,
// focus_hold, aim pose correction (aim_pitch/aim_yaw/aim_forward), refresh_rate;
// * optionally logs controller-input diagnostics: suggested interaction profiles and the runtime's answers, each
// hand's current profile, functions the runtime lacks, failing input/haptics/perf calls (input_diag,
// input_diag.c, off by default);
// * optionally shows 360° (equirect/equirect2) layers as cube-face quads drawn by a worker thread with a shared
// GLES context (equirect_emul, layer_emul_gl.c; GLES sessions only, off by default).
//
@@ -86,8 +89,22 @@ static int foveation_fix = 1;
// hide XR_FB_space_warp: games then render every frame themselves (UE5 Application SpaceWarp flickered on the Frame,
// e.g. Into The Radius 2; OVRPort's patch_disable_space_warp doesn't reach UE5's OpenXR plugin)
static int hide_space_warp = 0;
static int strip_color_bias = 0;
static int snapshot = 0; // seconds between eye-image snapshots (snapshot_gl.c; 0 = off)
static char snap_dir[256];
static void snap_on_create(XrSwapchain handle, const XrSwapchainCreateInfo *info);
static void snap_on_destroy(XrSwapchain handle);
static void snap_on_enumerate(XrSwapchain handle, uint32_t count, const XrSwapchainImageBaseHeader *images);
static void snap_on_acquire(XrSwapchain handle, uint32_t index);
static void snap_end_frame(const XrFrameEndInfo *info);
static int frame_balance = 0; // end a still-open frame before the next xrBeginFrame
static int frame_begins, frame_discarded, frame_ends, frame_balanced; // per pacing period (layer_debug)
static int frame_open;
static int sc_acquires, sc_waits, sc_releases, sc_wait_fails; // per pacing period (layer_debug) // drop XrCompositionLayerColorScaleBiasKHR (the runtime's color pass)
static int controller_fix = 1;
static int swapchain_fix = 1;
static int rect_clamp = 1;
static int pose_consistency = 0; // repeat xrLocateViews queries for one display time get the same poses (GitHub #8) // clamp submitted image rects to their swapchain (SteamVR rejects a 1 px overrun)
static int layer_fix = 1;
static int mutable_fix = 0;
static int swap_eyes = 0;
@@ -111,9 +128,11 @@ static int controller_models; // serve Frame controller models via XR_FB_render
static int sync_guard; // xrSyncActions one at a time with xrPollEvent, paused briefly after focus returns
static int profile_remap = 1; // Meta's newer controller profiles (rejected by the Frame) -> oculus/touch_controller
static int layer_debug; // diagnostics: layers, swapchains, session states, spaces, aim/grip, refresh rates
static int input_diag; // diagnostics: controller profiles, bindings, missing functions, failing input calls
static int stable_local; // keep every LOCAL space the app creates on the session-start origin
static int focus_hold; // hide brief focus dips once the session has been focused for a while
static float focus_hold_ms = 1000; // longest focus dip focus_hold hides
static int focus_hold = 1; // hide brief focus dips once the session has been focused for a while
static float focus_hold_ms = 5000; // longest focus dip focus_hold hides
static float haptic_scale = 1.0f; // vibration strength (0-1), all vibration types (xrApplyHapticFeedback)
static float aim_pitch, aim_yaw, aim_forward; // aim pose correction (degrees, degrees, metres)
static float refresh_rate; // requested display refresh rate (Hz), 0 = the app's choice
static int equirect_emul; // show 360 layers as cube faces (GLES)
@@ -134,8 +153,13 @@ static void read_settings(const char *path) {
if (sscanf(line, "scale=%f", &value) == 1 && value >= 0.5f && value <= 2.0f) scale = value;
if (sscanf(line, "foveation_fix=%f", &value) == 1) foveation_fix = value != 0;
if (sscanf(line, "hide_space_warp=%f", &value) == 1) hide_space_warp = value != 0;
if (sscanf(line, "strip_color_bias=%f", &value) == 1) strip_color_bias = (int)value;
if (sscanf(line, "frame_balance=%f", &value) == 1) frame_balance = value != 0;
if (sscanf(line, "snapshot=%f", &value) == 1) snapshot = value > 0 ? (int)value : 0;
if (sscanf(line, "controller_fix=%f", &value) == 1) controller_fix = value != 0;
if (sscanf(line, "swapchain_fix=%f", &value) == 1) swapchain_fix = value != 0;
if (sscanf(line, "rect_clamp=%f", &value) == 1) rect_clamp = value != 0;
if (sscanf(line, "pose_consistency=%f", &value) == 1) pose_consistency = value != 0;
if (sscanf(line, "layer_fix=%f", &value) == 1) layer_fix = value != 0;
if (sscanf(line, "mutable_fix=%f", &value) == 1) mutable_fix = value != 0;
if (sscanf(line, "swap_eyes=%f", &value) == 1) swap_eyes = value != 0;
@@ -151,6 +175,7 @@ static void read_settings(const char *path) {
if (sscanf(line, "scene_depth=%f", &value) == 1 && value > 0.5f && value < 20.0f) scene_depth = value;
if (sscanf(line, "controller_models=%f", &value) == 1) controller_models = value != 0;
if (sscanf(line, "layer_debug=%f", &value) == 1) layer_debug = value != 0;
if (sscanf(line, "input_diag=%f", &value) == 1) input_diag = value != 0;
if (sscanf(line, "surface_emul=%f", &value) == 1) surface_emul = value != 0;
if (sscanf(line, "eye_debug=%f", &value) == 1) eye_debug = value != 0;
if (sscanf(line, "release_wait=%f", &value) == 1) release_wait = (int)value;
@@ -159,6 +184,7 @@ static void read_settings(const char *path) {
if (sscanf(line, "stable_local=%f", &value) == 1) stable_local = value != 0;
if (sscanf(line, "focus_hold=%f", &value) == 1) focus_hold = value != 0;
if (sscanf(line, "focus_hold_ms=%f", &value) == 1 && value >= 100 && value <= 5000) focus_hold_ms = value;
if (sscanf(line, "haptic_scale=%f", &value) == 1 && value >= 0 && value <= 1) haptic_scale = value;
if (sscanf(line, "aim_pitch=%f", &value) == 1 && fabsf(value) <= 90) aim_pitch = value;
if (sscanf(line, "aim_yaw=%f", &value) == 1 && fabsf(value) <= 90) aim_yaw = value;
if (sscanf(line, "aim_forward=%f", &value) == 1 && fabsf(value) <= 0.5f) aim_forward = value;
@@ -205,11 +231,18 @@ static void initialize(void) {
}
const char *env = getenv("FRAMEBRIDGE_CONFIG");
if (env && *env) read_settings(env);
if (snapshot && *process && !strchr(process, '/')) {
snprintf(snap_dir, sizeof(snap_dir), "/sdcard/Android/data/%s/files", process);
LOG("per-game: snapshot every %d s to %s/fb_snap_N.ppm", snapshot, snap_dir);
}
if (eye_debug && *process && !strchr(process, '/')) {
snprintf(path, sizeof(path), "/sdcard/Android/data/%s/files/framebridge.log", process);
log_file = fopen(path, "a");
}
if (input_diag) LOG("per-game: input_diag=1 (controller-input diagnostics)");
if (hide_space_warp) LOG("per-game: hide_space_warp=1 (XR_FB_space_warp hidden, space warp info removed)");
if (strip_color_bias) LOG("per-game: strip_color_bias=%d (layer color scale/bias removed)", strip_color_bias);
if (frame_balance) LOG("per-game: frame_balance=1 (an open frame is ended before the next one begins)");
if (eye_debug || release_wait) LOG("per-game: eye_debug=%d release_wait=%d log_file=%s", eye_debug, release_wait,
log_file ? path : "none");
if (controller_models && *process && !strchr(process, '/')) render_model_init(process);
@@ -267,7 +300,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
}
XrInstanceCreateInfo fixed = *info;
const char **names = calloc(info->enabledExtensionCount + 2, sizeof(*names));
const char **names = calloc(info->enabledExtensionCount + 3, sizeof(*names));
if (!names) { free(available); return XR_ERROR_OUT_OF_MEMORY; }
uint32_t kept = 0;
for (uint32_t i = 0; i < info->enabledExtensionCount; ++i) {
@@ -295,6 +328,19 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
names[kept++] = "XR_KHR_android_create_instance";
LOG("added %s", "XR_KHR_android_create_instance");
}
{ // no graphics API extension at all: Meta's runtime still accepts a GLES session, the Frame's doesn't
// (Lambda1VR's TBXR enables only XR_EXT_local_floor). Add GLES, which every such app uses, if offered.
int graphics = 0, gles_offered = 0;
for (uint32_t i = 0; i < kept; ++i)
graphics |= !strcmp(names[i], "XR_KHR_opengl_es_enable") || !strcmp(names[i], "XR_KHR_vulkan_enable") ||
!strcmp(names[i], "XR_KHR_vulkan_enable2");
for (uint32_t j = 0; available && j < available_count; ++j)
gles_offered |= !strcmp(available[j].extensionName, "XR_KHR_opengl_es_enable");
if (!graphics && gles_offered) {
names[kept++] = "XR_KHR_opengl_es_enable";
LOG("added XR_KHR_opengl_es_enable (the app enabled no graphics API extension)");
}
}
if (refresh_rate > 0) { // the refresh_rate setting needs XR_FB_display_refresh_rate even if the app doesn't use it
int requested = 0, offered = 0;
for (uint32_t i = 0; i < kept; ++i) requested |= !strcmp(names[i], "XR_FB_display_refresh_rate");
@@ -303,6 +349,14 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateInstance(const XrInstanceCreateInfo *info
}
fixed.enabledExtensionNames = names;
fixed.enabledExtensionCount = kept;
{ // what the runtime gets (diagnostics: e.g. a graphics extension the app forgot)
char list[1024] = "";
for (uint32_t i = 0; i < kept; ++i) {
size_t len = strlen(list);
snprintf(list + len, sizeof list - len, "%s%s", i ? " " : "", names[i] + (strncmp(names[i], "XR_", 3) ? 0 : 3));
}
LOG("xrCreateInstance with %u extension(s): %s", kept, list);
}
for (uint32_t j = 0; available && j < available_count; ++j)
if (!strcmp(available[j].extensionName, "XR_FB_composition_layer_image_layout")) runtime_has_image_layout = 1;
// Layer types are only valid if their extension ends up enabled; some apps submit them regardless.
@@ -390,6 +444,45 @@ static void remember_swapchain(XrSwapchain handle) {
pthread_mutex_unlock(&swapchains_lock);
}
// Swapchain sizes, to keep submitted image rects inside them (rect_clamp).
#define MAX_SIZES 256
static struct { XrSwapchain handle; uint32_t w, h; } sizes[MAX_SIZES];
static pthread_mutex_t sizes_lock = PTHREAD_MUTEX_INITIALIZER;
static void note_swapchain_size(XrSwapchain handle, uint32_t w, uint32_t h) {
pthread_mutex_lock(&sizes_lock);
int slot = -1;
for (int i = 0; i < MAX_SIZES; ++i) {
if (sizes[i].handle == handle) { slot = i; break; }
if (slot < 0 && sizes[i].handle == XR_NULL_HANDLE) slot = i;
}
if (slot >= 0) { sizes[slot].handle = handle; sizes[slot].w = w; sizes[slot].h = h; }
pthread_mutex_unlock(&sizes_lock);
}
static int swapchain_size(XrSwapchain handle, uint32_t *w, uint32_t *h) {
int found = 0;
pthread_mutex_lock(&sizes_lock);
for (int i = 0; i < MAX_SIZES && !found; ++i)
if (sizes[i].handle == handle && handle != XR_NULL_HANDLE) { *w = sizes[i].w; *h = sizes[i].h; found = 1; }
pthread_mutex_unlock(&sizes_lock);
return found;
}
// Clamp `r` to a w x h image; returns whether it changed.
static int clamp_rect(XrRect2Di *r, uint32_t w, uint32_t h) {
XrRect2Di c = *r;
if (c.offset.x < 0) { c.extent.width += c.offset.x; c.offset.x = 0; }
if (c.offset.y < 0) { c.extent.height += c.offset.y; c.offset.y = 0; }
if ((uint32_t)c.offset.x >= w || (uint32_t)c.offset.y >= h) return 0; // nothing sensible to keep: leave it
if ((int64_t)c.offset.x + c.extent.width > (int64_t)w) c.extent.width = (int32_t)(w - (uint32_t)c.offset.x);
if ((int64_t)c.offset.y + c.extent.height > (int64_t)h) c.extent.height = (int32_t)(h - (uint32_t)c.offset.y);
if (c.extent.width <= 0 || c.extent.height <= 0) return 0;
int changed = memcmp(&c, r, sizeof c) != 0;
*r = c;
return changed;
}
static void forget_swapchain(XrSwapchain handle) {
pthread_mutex_lock(&swapchains_lock);
for (size_t i = 0; i < swapchain_count; ++i)
@@ -431,6 +524,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
if (equirect_emul && swapchain && emul_virtual_create(session, &fixed, swapchain)) {
remember_swapchain(*swapchain);
emul_on_create_swapchain(*swapchain, &fixed);
snap_on_create(*swapchain, &fixed);
return XR_SUCCESS;
}
XrResult result = fn(session, &fixed, swapchain);
@@ -439,8 +533,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
(unsigned long long)fixed.usageFlags, (unsigned long long)fixed.createFlags, result);
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
flip_on_create_swapchain(*swapchain, &fixed);
emul_on_create_swapchain(*swapchain, &fixed);
snap_on_create(*swapchain, &fixed);
return result;
}
if (!swapchain_fix) return result;
@@ -461,8 +557,10 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
}
if (XR_SUCCEEDED(result)) {
remember_swapchain(*swapchain);
note_swapchain_size(*swapchain, fixed.width, fixed.height);
flip_on_create_swapchain(*swapchain, &fixed);
emul_on_create_swapchain(*swapchain, &fixed);
snap_on_create(*swapchain, &fixed);
}
return result;
}
@@ -470,10 +568,15 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSwapchain(XrSession session, const XrSwap
XRAPI_ATTR XrResult XRAPI_CALL xrDestroySwapchain(XrSwapchain swapchain) {
PFN_xrDestroySwapchain fn = (PFN_xrDestroySwapchain)lookup(active_instance, "xrDestroySwapchain");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (layer_debug) {
static int logged;
if (logged++ < 200) LOG("layer_debug: xrDestroySwapchain %p", (void *)swapchain);
}
forget_swapchain(swapchain);
surf_on_destroy(swapchain);
flip_on_destroy(swapchain);
emul_on_destroy_swapchain(swapchain);
snap_on_destroy(swapchain);
if (equirect_emul && emul_is_virtual(swapchain)) { emul_virtual_destroy(swapchain); return XR_SUCCESS; }
return fn(swapchain);
}
@@ -723,15 +826,47 @@ XRAPI_ATTR XrResult XRAPI_CALL xrDestroySpace(XrSpace space) {
return fn ? fn(space) : XR_ERROR_FUNCTION_UNSUPPORTED;
}
#include "input_diag.c"
#include "session_fixes.c"
#include "layer_emul_gl.c"
#include "snapshot_gl.c"
#include "surface_swapchain.c"
#include "eye_debug.c"
// OpenXR requires xrGet*GraphicsRequirementsKHR before xrCreateSession; Meta's runtime doesn't enforce it, the Frame's
// does (XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING, e.g. Lambda1VR's TBXR). Ask on the app's behalf, once, and retry.
static int ask_graphics_requirements(XrInstance instance, const XrSessionCreateInfo *info) {
const XrBaseInStructure *binding = info ? (const XrBaseInStructure *)info->next : NULL;
for (; binding; binding = binding->next) {
const char *name = NULL;
XrStructureType type = 0;
if (binding->type == (XrStructureType)1000024001) { // XR_TYPE_GRAPHICS_BINDING_OPENGL_ES_ANDROID_KHR
name = "xrGetOpenGLESGraphicsRequirementsKHR";
type = (XrStructureType)1000024003; // XR_TYPE_GRAPHICS_REQUIREMENTS_OPENGL_ES_KHR
} else if (binding->type == (XrStructureType)1000025000) { // XR_TYPE_GRAPHICS_BINDING_VULKAN_KHR
name = "xrGetVulkanGraphicsRequirementsKHR";
type = (XrStructureType)1000025002; // XR_TYPE_GRAPHICS_REQUIREMENTS_VULKAN_KHR
}
if (!name) continue;
// XrGraphicsRequirementsOpenGLESKHR and ...VulkanKHR share this layout
struct { XrStructureType type; void *next; XrVersion min, max; } req = {type, NULL, 0, 0};
typedef XrResult (XRAPI_PTR *PFN_requirements)(XrInstance, XrSystemId, void *);
PFN_requirements get = (PFN_requirements)lookup(instance, name);
if (!get && type == (XrStructureType)1000025002) // XR_KHR_vulkan_enable2 apps: same struct and call
get = (PFN_requirements)lookup(instance, "xrGetVulkanGraphicsRequirements2KHR");
XrResult r = get ? get(instance, info->systemId, &req) : XR_ERROR_FUNCTION_UNSUPPORTED;
LOG("xrCreateSession: the app skipped %s; asked for it (result=%d)", name, (int)r);
return XR_SUCCEEDED(r);
}
return 0;
}
XRAPI_ATTR XrResult XRAPI_CALL xrCreateSession(XrInstance instance, const XrSessionCreateInfo *info, XrSession *session) {
PFN_xrCreateSession fn = (PFN_xrCreateSession)lookup(instance, "xrCreateSession");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
XrResult result = fn(instance, info, session);
if (result == XR_ERROR_GRAPHICS_REQUIREMENTS_CALL_MISSING && ask_graphics_requirements(instance, info))
result = fn(instance, info, session);
if (XR_SUCCEEDED(result)) {
flip_emul = flip_emul_setting;
flip_on_create_session(info);
@@ -742,6 +877,63 @@ XRAPI_ATTR XrResult XRAPI_CALL xrCreateSession(XrInstance instance, const XrSess
return result;
}
// Vibrations: logged (the first few, to see what games ask for) and scaled by haptic_scale. Plain vibrations, Meta's
// amplitude envelopes and PCM buffers all pass here: games' own calls, OVRPort's VrApi bridge and the xrshim alike.
static int haptics_logged;
static XrResult apply_haptics(XrSession session, const XrHapticActionInfo *info, const XrHapticBaseHeader *feedback) {
PFN_xrApplyHapticFeedback fn = (PFN_xrApplyHapticFeedback)lookup(active_instance, "xrApplyHapticFeedback");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (!feedback) return fn(session, info, feedback);
if (feedback->type == XR_TYPE_HAPTIC_VIBRATION) {
XrHapticVibration v = *(const XrHapticVibration *)feedback;
if (haptics_logged++ < 8)
LOG("haptic: vibration amplitude=%.2f duration=%lld ns frequency=%.0f (scale %.2f)", v.amplitude,
(long long)v.duration, v.frequency, haptic_scale);
v.amplitude *= haptic_scale;
if (v.amplitude <= 0.001f) {
// OVRPlugin stops a vibration by sending amplitude 0 with its usual 2 s duration (Jurassic World, The Boys
// VR): on a Quest that stops the motor; OpenXR's stop is xrStopHapticFeedback, and without it the last
// buzz ran its full 2 s
PFN_xrStopHapticFeedback stop = (PFN_xrStopHapticFeedback)lookup(active_instance, "xrStopHapticFeedback");
if (stop) return stop(session, info);
}
return fn(session, info, (const XrHapticBaseHeader *)&v);
}
if (feedback->type == (XrStructureType)1000173001 || feedback->type == (XrStructureType)1000209001) {
// XR_TYPE_HAPTIC_AMPLITUDE_ENVELOPE_VIBRATION_FB / XR_TYPE_HAPTIC_PCM_VIBRATION_FB: a sample buffer
typedef struct { XrStructureType type; const void *next; XrDuration duration; uint32_t count; const float *s; } env_t;
typedef struct { XrStructureType type; const void *next; uint32_t count; const float *s; float rate; XrBool32 append;
uint32_t *consumed; } pcm_t;
int envelope = feedback->type == (XrStructureType)1000173001;
uint32_t n = envelope ? ((const env_t *)feedback)->count : ((const pcm_t *)feedback)->count;
const float *in = envelope ? ((const env_t *)feedback)->s : ((const pcm_t *)feedback)->s;
if (haptics_logged++ < 8) {
float peak = 0;
for (uint32_t i = 0; in && i < n; ++i) peak = fmaxf(peak, in[i]);
LOG("haptic: %s %u samples peak=%.2f (scale %.2f)", envelope ? "envelope" : "pcm", n, peak, haptic_scale);
}
if (haptic_scale >= 0.999f || !in || !n || n > 1u << 20) return fn(session, info, feedback);
float *scaled = malloc(n * sizeof *scaled);
if (!scaled) return fn(session, info, feedback);
for (uint32_t i = 0; i < n; ++i) scaled[i] = in[i] * haptic_scale;
XrResult r;
if (envelope) { env_t e = *(const env_t *)feedback; e.s = scaled; r = fn(session, info, (const XrHapticBaseHeader *)&e); }
else { pcm_t c = *(const pcm_t *)feedback; c.s = scaled; r = fn(session, info, (const XrHapticBaseHeader *)&c); }
free(scaled);
return r;
}
return fn(session, info, feedback);
}
XRAPI_ATTR XrResult XRAPI_CALL xrApplyHapticFeedback(XrSession session, const XrHapticActionInfo *info,
const XrHapticBaseHeader *feedback) {
XrResult result = apply_haptics(session, info, feedback);
if (input_diag && XR_FAILED(result)) // always hooked (haptic_scale), so input_diag reports failures here
diag_call_failed("xrApplyHapticFeedback", result,
feedback && feedback->type != XR_TYPE_HAPTIC_VIBRATION ? "(not XrHapticVibration)" : NULL);
return result;
}
XRAPI_ATTR XrResult XRAPI_CALL xrEnumerateSwapchainImages(XrSwapchain swapchain, uint32_t capacity, uint32_t *count,
XrSwapchainImageBaseHeader *images) {
PFN_xrEnumerateSwapchainImages fn = (PFN_xrEnumerateSwapchainImages)lookup(active_instance, "xrEnumerateSwapchainImages");
@@ -751,10 +943,28 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEnumerateSwapchainImages(XrSwapchain swapchain,
if (XR_SUCCEEDED(result) && images && capacity && count) {
flip_on_enumerate_images(swapchain, *count, images);
emul_on_enumerate(swapchain, *count < capacity ? *count : capacity, images);
snap_on_enumerate(swapchain, *count < capacity ? *count : capacity, images);
}
return result;
}
// counted for layer_debug (an app that skips the wait or release keeps runtime resources alive)
XRAPI_ATTR XrResult XRAPI_CALL xrWaitSwapchainImage(XrSwapchain swapchain, const XrSwapchainImageWaitInfo *info) {
PFN_xrWaitSwapchainImage fn = (PFN_xrWaitSwapchainImage)lookup(active_instance, "xrWaitSwapchainImage");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
XrResult result = fn(swapchain, info);
__atomic_add_fetch(&sc_waits, 1, __ATOMIC_RELAXED);
if (result != XR_SUCCESS) __atomic_add_fetch(&sc_wait_fails, 1, __ATOMIC_RELAXED);
return result;
}
XRAPI_ATTR XrResult XRAPI_CALL xrReleaseSwapchainImage(XrSwapchain swapchain, const XrSwapchainImageReleaseInfo *info) {
PFN_xrReleaseSwapchainImage fn = (PFN_xrReleaseSwapchainImage)lookup(active_instance, "xrReleaseSwapchainImage");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
__atomic_add_fetch(&sc_releases, 1, __ATOMIC_RELAXED);
return fn(swapchain, info);
}
XRAPI_ATTR XrResult XRAPI_CALL xrAcquireSwapchainImage(XrSwapchain swapchain, const XrSwapchainImageAcquireInfo *info,
uint32_t *index) {
PFN_xrAcquireSwapchainImage fn = (PFN_xrAcquireSwapchainImage)lookup(active_instance, "xrAcquireSwapchainImage");
@@ -766,7 +976,12 @@ XRAPI_ATTR XrResult XRAPI_CALL xrAcquireSwapchainImage(XrSwapchain swapchain, co
return XR_SUCCESS;
}
XrResult result = fn(swapchain, info, index);
if (XR_SUCCEEDED(result) && index) { flip_on_acquire(swapchain, *index); emul_on_acquire(swapchain, *index); }
__atomic_add_fetch(&sc_acquires, 1, __ATOMIC_RELAXED);
if (XR_SUCCEEDED(result) && index) {
flip_on_acquire(swapchain, *index);
emul_on_acquire(swapchain, *index);
snap_on_acquire(swapchain, *index);
}
return result;
}
@@ -869,11 +1084,69 @@ XRAPI_ATTR XrResult XRAPI_CALL xrWaitFrame(XrSession session, const XrFrameWaitI
return result;
}
// pose_consistency (GitHub #8, proposed by Klownicle for I Am Cat): the game asks xrLocateViews ~3 times per frame
// for the same display time and got slightly different poses each time (tenths of a degree), so parts of its pipeline
// rendered with different heads: judder. The first fully tracked answer for (session, space, view configuration,
// display time) is kept and repeated; a new display time, another space or a failed/untracked answer is never cached.
#define POSE_CACHE 8
static struct {
XrSession session; XrSpace space; XrViewConfigurationType config; XrTime time;
XrViewStateFlags flags; uint32_t count; XrPosef pose[2]; XrFovf fov[2];
} pose_cache[POSE_CACHE];
static int pose_cache_next, pose_cache_hits;
static pthread_mutex_t pose_cache_lock = PTHREAD_MUTEX_INITIALIZER;
#define POSE_TRACKED (XR_VIEW_STATE_ORIENTATION_VALID_BIT | XR_VIEW_STATE_POSITION_VALID_BIT | \
XR_VIEW_STATE_ORIENTATION_TRACKED_BIT | XR_VIEW_STATE_POSITION_TRACKED_BIT)
static int pose_cache_lookup(XrSession session, const XrViewLocateInfo *info, XrViewState *state, uint32_t capacity,
uint32_t *count, XrView *views) {
int hit = 0;
pthread_mutex_lock(&pose_cache_lock);
for (int i = 0; i < POSE_CACHE && !hit; ++i) {
if (pose_cache[i].session != session || pose_cache[i].space != info->space ||
pose_cache[i].config != info->viewConfigurationType || pose_cache[i].time != info->displayTime ||
!pose_cache[i].count || capacity < pose_cache[i].count)
continue;
state->viewStateFlags = pose_cache[i].flags;
*count = pose_cache[i].count;
for (uint32_t v = 0; v < pose_cache[i].count; ++v) { // only the values: the caller's type/next stay
views[v].pose = pose_cache[i].pose[v];
views[v].fov = pose_cache[i].fov[v];
}
hit = 1;
}
if (hit && pose_cache_hits++ == 0) LOG("pose_consistency: repeated query answered with the frame's first poses");
pthread_mutex_unlock(&pose_cache_lock);
return hit;
}
static void pose_cache_store(XrSession session, const XrViewLocateInfo *info, const XrViewState *state,
uint32_t count, const XrView *views) {
if (count == 0 || count > 2 || (state->viewStateFlags & POSE_TRACKED) != POSE_TRACKED) return;
pthread_mutex_lock(&pose_cache_lock);
int slot = pose_cache_next;
pose_cache_next = (pose_cache_next + 1) % POSE_CACHE;
pose_cache[slot].session = session;
pose_cache[slot].space = info->space;
pose_cache[slot].config = info->viewConfigurationType;
pose_cache[slot].time = info->displayTime;
pose_cache[slot].flags = state->viewStateFlags;
pose_cache[slot].count = count;
for (uint32_t v = 0; v < count; ++v) {
pose_cache[slot].pose[v] = views[v].pose;
pose_cache[slot].fov[v] = views[v].fov;
}
pthread_mutex_unlock(&pose_cache_lock);
}
XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLocateInfo *info, XrViewState *state,
uint32_t capacity, uint32_t *count, XrView *views) {
PFN_xrLocateViews fn = (PFN_xrLocateViews)lookup(active_instance, "xrLocateViews");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
int cacheable = pose_consistency && info && state && count && views && capacity > 0;
if (cacheable && pose_cache_lookup(session, info, state, capacity, count, views)) return XR_SUCCESS;
XrResult result = fn(session, info, state, capacity, count, views);
if (cacheable && result == XR_SUCCESS) pose_cache_store(session, info, state, *count, views);
if (equirect_emul && XR_SUCCEEDED(result) && info && count && views && state &&
(state->viewStateFlags & XR_VIEW_STATE_ORIENTATION_VALID_BIT))
emul_on_locate_views(info->space, info->displayTime, *count < capacity ? *count : capacity, views);
@@ -916,9 +1189,40 @@ XRAPI_ATTR XrResult XRAPI_CALL xrLocateViews(XrSession session, const XrViewLoca
return result;
}
// xrBeginFrame: counted for layer_debug. A game that begins a new frame while the previous one is still open
// (never ended) makes the runtime discard it; the Frame's runtime then never recycles that frame's GPU timing
// command buffer (Vader Immortal: ~430 GPU mappings / 20 MB a second). frame_balance ends the open frame first,
// with no layers, as the runtime expects.
static XrTime last_begin_display_time;
XRAPI_ATTR XrResult XRAPI_CALL xrBeginFrame(XrSession session, const XrFrameBeginInfo *info) {
PFN_xrBeginFrame fn = (PFN_xrBeginFrame)lookup(active_instance, "xrBeginFrame");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (frame_open && frame_balance) {
PFN_xrEndFrame end = (PFN_xrEndFrame)lookup(active_instance, "xrEndFrame");
XrFrameEndInfo empty = {XR_TYPE_FRAME_END_INFO, NULL, last_begin_display_time ? last_begin_display_time
: last_predicted_time,
XR_ENVIRONMENT_BLEND_MODE_OPAQUE, 0, NULL};
XrResult r = end ? end(session, &empty) : XR_ERROR_FUNCTION_UNSUPPORTED;
static int logged;
if (logged++ < 3) LOG("frame_balance: ended an open frame before xrBeginFrame (result %d)", r);
__atomic_add_fetch(&frame_balanced, 1, __ATOMIC_RELAXED);
}
XrResult result = fn(session, info);
__atomic_add_fetch(&frame_begins, 1, __ATOMIC_RELAXED);
if (result == XR_FRAME_DISCARDED) __atomic_add_fetch(&frame_discarded, 1, __ATOMIC_RELAXED);
if (XR_SUCCEEDED(result)) {
frame_open = 1;
last_begin_display_time = last_predicted_time;
}
return result;
}
XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInfo *info) {
PFN_xrEndFrame fn = (PFN_xrEndFrame)lookup(active_instance, "xrEndFrame");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
frame_open = 0;
__atomic_add_fetch(&frame_ends, 1, __ATOMIC_RELAXED);
snap_end_frame(info);
if (eye_debug) eye_debug_end_frame(session, info);
{ // frame pacing statistics every ~5 s: fps and submitted-vs-predicted display time
static struct timespec start;
@@ -935,6 +1239,18 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
if (elapsed >= 5.0) {
LOG("pacing: %.1f fps, displayTime vs predicted: avg %.2f ms, max %.2f ms", frames / elapsed,
drift_sum / (double)frames / 1e6, drift_max / 1e6);
if (layer_debug)
LOG("layer_debug: swapchain images: %d acquired, %d waited (%d not ok), %d released",
__atomic_exchange_n(&sc_acquires, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&sc_waits, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&sc_wait_fails, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&sc_releases, 0, __ATOMIC_RELAXED));
if (layer_debug)
LOG("layer_debug: frames: %d xrBeginFrame (%d discarded), %d xrEndFrame, %d balanced",
__atomic_exchange_n(&frame_begins, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&frame_discarded, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&frame_ends, 0, __ATOMIC_RELAXED),
__atomic_exchange_n(&frame_balanced, 0, __ATOMIC_RELAXED));
if (layer_debug)
LOG("layer_debug: input: %d xrSyncActions (%d ok, last %d), %d bool reads, %d pressed",
__atomic_exchange_n(&input_syncs, 0, __ATOMIC_RELAXED),
@@ -1068,6 +1384,48 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
if (!logged++) LOG("strip_depth: removed depth info from projection layer");
++swapped;
}
{
// XR_KHR_composition_layer_color_scale_bias (1000034000) on the layer itself: logged when its values
// change (layer_debug); with strip_color_bias the runtime never gets it (Vader Immortal: the Frame's
// runtime allocates GPU memory for it every frame and never frees it)
const XrBaseInStructure *head = (const XrBaseInStructure *)layer->next;
const XrCompositionLayerColorScaleBiasKHR *cb = NULL;
for (const XrBaseInStructure *n = head; n; n = n->next)
if (n->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) cb = (const XrCompositionLayerColorScaleBiasKHR *)n;
if (cb && layer_debug) {
static float last[8] = {-1};
float now[8] = {cb->colorScale.r, cb->colorScale.g, cb->colorScale.b, cb->colorScale.a,
cb->colorBias.r, cb->colorBias.g, cb->colorBias.b, cb->colorBias.a};
static int logged;
if (memcmp(now, last, sizeof(now)) && logged++ < 100) {
LOG("layer_debug: layer type=%d color scale %.2f %.2f %.2f %.2f bias %.2f %.2f %.2f %.2f", layer->type,
now[0], now[1], now[2], now[3], now[4], now[5], now[6], now[7]);
memcpy(last, now, sizeof(now));
}
}
if (cb && strip_color_bias && (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION ||
layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD)) {
const XrBaseInStructure *rest = head; // skip leading color structs; one further down drops the chain
while (rest && rest->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) rest = rest->next;
for (const XrBaseInStructure *n = rest; n; n = n->next)
if (n->type == XR_TYPE_COMPOSITION_LAYER_COLOR_SCALE_BIAS_KHR) rest = NULL;
if (strip_color_bias > 1) rest = NULL; // 2: the layer's whole extension chain (diagnostics)
if (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION) {
if (layer != (const XrCompositionLayerBaseHeader *)&projections[count])
projections[count] = *(const XrCompositionLayerProjection *)layer;
projections[count].next = rest;
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
} else {
if (layer != (const XrCompositionLayerBaseHeader *)&quads[count])
quads[count] = *(const XrCompositionLayerQuad *)layer;
quads[count].next = rest;
layer = (const XrCompositionLayerBaseHeader *)&quads[count];
}
static int logged;
if (!logged++) LOG("strip_color_bias: removed the color scale/bias from a layer");
++swapped;
}
}
if (hide_space_warp && layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)layer)->viewCount == 2) {
// The game may still attach XrCompositionLayerSpaceWarpInfoFB (1000171000) to its views: OVRPort's
@@ -1110,6 +1468,51 @@ XRAPI_ATTR XrResult XRAPI_CALL xrEndFrame(XrSession session, const XrFrameEndInf
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
++swapped;
}
if (rect_clamp) {
// Keep every image rect inside its swapchain: Unity/OVRPlugin can size the eye area a few pixels past
// the image on some Frames (PowerWash Simulator: rect 268+1656 on a 1920 wide swapchain) and SteamVR
// then rejects every frame with XR_ERROR_SWAPCHAIN_RECT_INVALID (-25) (GitHub #39).
uint32_t w, h;
if (layer->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)layer)->viewCount <= 2) {
const XrCompositionLayerProjection *cur = (const XrCompositionLayerProjection *)layer;
int over = 0;
for (uint32_t v = 0; v < cur->viewCount; ++v) {
XrRect2Di r = cur->views[v].subImage.imageRect;
if (swapchain_size(cur->views[v].subImage.swapchain, &w, &h) && clamp_rect(&r, w, h)) over = 1;
}
if (over) {
if (layer != (const XrCompositionLayerBaseHeader *)&projections[count]) projections[count] = *cur;
if (projections[count].views != views[count])
for (uint32_t v = 0; v < cur->viewCount; ++v) views[count][v] = cur->views[v];
for (uint32_t v = 0; v < cur->viewCount; ++v)
if (swapchain_size(views[count][v].subImage.swapchain, &w, &h) &&
clamp_rect(&views[count][v].subImage.imageRect, w, h)) {
static int logged;
if (logged++ < 3)
LOG("rect_clamp: view %u image rect clamped to %dx%d at %d,%d (swapchain %ux%u)", v,
views[count][v].subImage.imageRect.extent.width,
views[count][v].subImage.imageRect.extent.height,
views[count][v].subImage.imageRect.offset.x,
views[count][v].subImage.imageRect.offset.y, w, h);
}
projections[count].views = views[count];
layer = (const XrCompositionLayerBaseHeader *)&projections[count];
++swapped;
}
} else if (layer->type == XR_TYPE_COMPOSITION_LAYER_QUAD) {
const XrCompositionLayerQuad *q = (const XrCompositionLayerQuad *)layer;
XrRect2Di r = q->subImage.imageRect;
if (swapchain_size(q->subImage.swapchain, &w, &h) && clamp_rect(&r, w, h)) {
if (layer != (const XrCompositionLayerBaseHeader *)&quads[count]) quads[count] = *q;
quads[count].subImage.imageRect = r;
layer = (const XrCompositionLayerBaseHeader *)&quads[count];
++swapped;
static int logged;
if (!logged++) LOG("rect_clamp: quad image rect clamped (swapchain %ux%u)", w, h);
}
}
}
kept[count++] = layer;
}
XrFrameEndInfo fixed = *info;
@@ -1185,6 +1588,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetCurrentInteractionProfile(XrSession session,
(PFN_xrGetCurrentInteractionProfile)lookup(active_instance, "xrGetCurrentInteractionProfile");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
XrResult result = fn(session, user, state);
if (input_diag && XR_SUCCEEDED(result) && state) input_diag_current_profile(user, state->interactionProfile);
if (layer_debug && active_instance) { // which device each hand has, as the runtime reports it
PFN_xrPathToString str = (PFN_xrPathToString)lookup(active_instance, "xrPathToString");
char who[XR_MAX_PATH_LENGTH] = "?", what[XR_MAX_PATH_LENGTH] = "(none)";
@@ -1301,6 +1705,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const
if (!emulated && emulate_scene && !strcmp(name, "xrLocateSpacesKHR")) emulated = (PFN_xrVoidFunction)emu_locate_spaces_khr;
if (emulated) { *function = emulated; return XR_SUCCESS; }
HOOK(xrGetSystemProperties)
HOOK(xrApplyHapticFeedback)
HOOK(xrCreateReferenceSpace)
HOOK(xrLocateViews)
HOOK(xrPollEvent)
@@ -1316,6 +1721,7 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const
HOOK(xrCreateSwapchain)
HOOK(xrDestroySwapchain)
HOOK(xrEndFrame)
HOOK(xrBeginFrame)
HOOK(xrLocateHandJointsEXT)
HOOK(xrGetCurrentInteractionProfile)
HOOK(xrEnumerateInstanceExtensionProperties)
@@ -1332,15 +1738,26 @@ XRAPI_ATTR XrResult XRAPI_CALL xrGetInstanceProcAddr(XrInstance instance, const
}
if (surface_emul) HOOK_AS(xrCreateSwapchainAndroidSurfaceKHR, hook_xrCreateSwapchainAndroidSurfaceKHR)
if (eye_debug || release_wait) HOOK_AS(xrReleaseSwapchainImage, eye_hook_xrReleaseSwapchainImage)
if (sync_guard || layer_debug) HOOK_AS(xrSyncActions, hook_xrSyncActions)
if (layer_debug) { // counters only; every other wait/release hook above takes precedence
HOOK(xrWaitSwapchainImage)
HOOK(xrReleaseSwapchainImage)
}
if (sync_guard || layer_debug || input_diag) HOOK_AS(xrSyncActions, hook_xrSyncActions)
if (layer_debug) HOOK_AS(xrGetActionStateBoolean, hook_xrGetActionStateBoolean)
if (layer_debug || aim_correction_on() || profile_remap)
if (layer_debug || aim_correction_on() || profile_remap || input_diag)
HOOK_AS(xrSuggestInteractionProfileBindings, hook_xrSuggestInteractionProfileBindings)
if (layer_debug || aim_correction_on()) {
HOOK_AS(xrCreateActionSpace, hook_xrCreateActionSpace)
}
#undef HOOK_AS
#undef HOOK
if (input_diag) { // logs only: wraps a few input/haptics/perf calls, notes lookups the runtime can't answer
PFN_xrVoidFunction diag = input_diag_hook(name);
XrResult result = next_gipa(instance, name, function);
input_diag_lookup(instance, name, result, *function);
if (diag && XR_SUCCEEDED(result) && *function) *function = diag;
return result;
}
return next_gipa(instance, name, function);
}
+138
View File
@@ -0,0 +1,138 @@
// SPDX-License-Identifier: GPL-3.0-only
// Included by frame_adapter.c (before session_fixes.c). input_diag: controller-input diagnostics, off by default and
// hooked only when on; logs only, never changes what the game or the runtime sees. Each distinct line is logged once:
// * every interaction profile the game suggests bindings for, with the runtime's answer; a rejected profile lists
// all its binding paths ("unsupported: interaction profile ...");
// * the profile the runtime reports for each hand (xrGetCurrentInteractionProfile, before controller_fix rewrites
// the answer for the game): a game without a Steam Frame binding gets SteamVR's Touch remap, so this shows
// whether the game's input runs through it;
// * functions the game looks up that the runtime doesn't provide ("unsupported: function ...");
// * failing input, haptics and performance calls with the result name and the argument that failed.
#define DIAG_MAX 512
#define DIAG_KEY (2 * XR_MAX_PATH_LENGTH + 32)
static uint64_t diag_seen[DIAG_MAX]; // FNV-1a hashes of the keys already logged
static int diag_count;
static pthread_mutex_t diag_lock = PTHREAD_MUTEX_INITIALIZER;
static int diag_first(const char *key) { // 1 the first time `key` is seen; 0 for everything after DIAG_MAX keys
uint64_t hash = 14695981039346656037ull;
for (const unsigned char *c = (const unsigned char *)key; *c; ++c) hash = (hash ^ *c) * 1099511628211ull;
pthread_mutex_lock(&diag_lock);
int first = 1;
for (int i = 0; i < diag_count && first; ++i) first = diag_seen[i] != hash;
if (first && diag_count < DIAG_MAX) diag_seen[diag_count++] = hash;
else if (first) { // full: stop rather than repeat a per-frame failure
static int full;
if (!full) { full = 1; LOG("input_diag: %d distinct findings, logging no more", DIAG_MAX); }
first = 0;
}
pthread_mutex_unlock(&diag_lock);
return first;
}
static const char *diag_result_name(XrResult result, char *buf, size_t size) {
PFN_xrResultToString fn =
active_instance ? (PFN_xrResultToString)lookup(active_instance, "xrResultToString") : NULL;
char name[XR_MAX_RESULT_STRING_SIZE];
if (fn && XR_SUCCEEDED(fn(active_instance, result, name))) snprintf(buf, size, "%s", name);
else snprintf(buf, size, "%d", result);
return buf;
}
static void diag_call_failed(const char *fn, XrResult result, const char *detail) {
char key[DIAG_KEY], name[XR_MAX_RESULT_STRING_SIZE];
snprintf(key, sizeof(key), "%s:%d:%s", fn, result, detail ? detail : "");
if (diag_first(key))
LOG("input_diag: unsupported: %s -> %s%s%s", fn, diag_result_name(result, name, sizeof(name)),
detail ? " " : "", detail ? detail : "");
}
// Called by hook_xrSuggestInteractionProfileBindings with the runtime's answer to the game's own suggestion (before
// profile_remap suggests it again for Touch).
static void input_diag_suggested(XrInstance instance, const XrInteractionProfileSuggestedBinding *suggested,
XrResult result, PFN_xrPathToString to_string) {
if (!input_diag || !suggested || !to_string) return;
char profile[XR_MAX_PATH_LENGTH] = "?", key[DIAG_KEY], name[XR_MAX_RESULT_STRING_SIZE];
uint32_t size = 0;
to_string(instance, suggested->interactionProfile, sizeof(profile), &size, profile);
snprintf(key, sizeof(key), "suggest:%s:%d", profile, result);
if (!diag_first(key)) return;
if (XR_SUCCEEDED(result)) {
LOG("input_diag: bindings: %s accepted (%u paths)", profile, suggested->countSuggestedBindings);
return;
}
LOG("input_diag: unsupported: interaction profile %s -> %s (%u bindings):", profile,
diag_result_name(result, name, sizeof(name)), suggested->countSuggestedBindings);
for (uint32_t i = 0; i < suggested->countSuggestedBindings; ++i) {
char path[XR_MAX_PATH_LENGTH];
if (XR_SUCCEEDED(to_string(instance, suggested->suggestedBindings[i].binding, sizeof(path), &size, path)))
LOG("input_diag: %s", path);
}
}
// Called by xrGetCurrentInteractionProfile with the runtime's answer.
static void input_diag_current_profile(XrPath user, XrPath profile) {
PFN_xrPathToString to_string =
active_instance ? (PFN_xrPathToString)lookup(active_instance, "xrPathToString") : NULL;
if (!input_diag || !to_string) return;
char u[XR_MAX_PATH_LENGTH] = "?", p[XR_MAX_PATH_LENGTH] = "none", key[DIAG_KEY];
uint32_t size = 0;
to_string(active_instance, user, sizeof(u), &size, u);
if (profile) to_string(active_instance, profile, sizeof(p), &size, p);
snprintf(key, sizeof(key), "current:%s:%s", u, p);
if (diag_first(key)) LOG("input_diag: bindings: %s uses %s", u, p);
}
// ---------------------------------------------------------------- failing calls
// xrSyncActions and xrSuggestInteractionProfileBindings are reported from session_fixes.c's hooks,
// xrApplyHapticFeedback from frame_adapter.c's (always hooked for haptic_scale).
#define DIAG_CHECKED(name, params, args, detail) \
static XRAPI_ATTR XrResult XRAPI_CALL diag_##name params { \
PFN_##name fn = (PFN_##name)lookup(active_instance, #name); \
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED; \
XrResult result = fn args; \
if (XR_FAILED(result)) diag_call_failed(#name, result, detail); \
return result; \
}
static const char *diag_name_detail(const char *name) {
static __thread char buf[XR_MAX_PATH_LENGTH + 8];
snprintf(buf, sizeof(buf), "(%s)", name ? name : "null");
return buf;
}
static const char *diag_perf_detail(XrPerfSettingsDomainEXT domain, XrPerfSettingsLevelEXT level) {
static __thread char buf[64];
snprintf(buf, sizeof(buf), "(domain %d level %d)", (int)domain, (int)level);
return buf;
}
DIAG_CHECKED(xrStringToPath, (XrInstance instance, const char *path, XrPath *out), (instance, path, out),
diag_name_detail(path))
DIAG_CHECKED(xrCreateAction, (XrActionSet set, const XrActionCreateInfo *info, XrAction *action), (set, info, action),
diag_name_detail(info ? info->actionName : NULL))
DIAG_CHECKED(xrAttachSessionActionSets, (XrSession session, const XrSessionActionSetsAttachInfo *info),
(session, info), NULL)
DIAG_CHECKED(xrPerfSettingsSetPerformanceLevelEXT,
(XrSession session, XrPerfSettingsDomainEXT domain, XrPerfSettingsLevelEXT level),
(session, domain, level), diag_perf_detail(domain, level))
#undef DIAG_CHECKED
// xrGetInstanceProcAddr: our wrapper for `name`, NULL if it isn't one of ours.
static PFN_xrVoidFunction input_diag_hook(const char *name) {
#define DIAG(fn) if (!strcmp(name, #fn)) return (PFN_xrVoidFunction)diag_##fn;
DIAG(xrStringToPath)
DIAG(xrCreateAction)
DIAG(xrAttachSessionActionSets)
DIAG(xrPerfSettingsSetPerformanceLevelEXT)
#undef DIAG
return NULL;
}
// After the runtime's own lookup: a function the game asked for that the runtime doesn't provide.
static void input_diag_lookup(XrInstance instance, const char *name, XrResult result, PFN_xrVoidFunction fn) {
if (!input_diag || instance == XR_NULL_HANDLE || (XR_SUCCEEDED(result) && fn)) return;
char key[DIAG_KEY], rname[XR_MAX_RESULT_STRING_SIZE];
snprintf(key, sizeof(key), "fn:%s", name);
if (diag_first(key))
LOG("input_diag: unsupported: function %s not provided by the runtime (%s)", name,
diag_result_name(result, rname, sizeof(rname)));
}
+5 -2
View File
@@ -110,11 +110,12 @@ static int input_syncs, input_sync_ok, input_bool_reads, input_bool_true, input_
static XRAPI_ATTR XrResult XRAPI_CALL hook_xrSyncActions(XrSession session, const XrActionsSyncInfo *info) {
PFN_xrSyncActions fn = (PFN_xrSyncActions)lookup(active_instance, "xrSyncActions");
if (!fn) return XR_ERROR_FUNCTION_UNSUPPORTED;
if (!sync_guard) { // installed for layer_debug only: count
if (!sync_guard) { // installed for layer_debug / input_diag only: count, report failures
XrResult r = fn(session, info);
__atomic_add_fetch(&input_syncs, 1, __ATOMIC_RELAXED);
if (r == XR_SUCCESS) __atomic_add_fetch(&input_sync_ok, 1, __ATOMIC_RELAXED);
input_last_sync_result = r;
if (input_diag && XR_FAILED(r)) diag_call_failed("xrSyncActions", r, NULL);
return r;
}
pthread_mutex_lock(&sync_lock);
@@ -123,6 +124,7 @@ static XRAPI_ATTR XrResult XRAPI_CALL hook_xrSyncActions(XrSession session, cons
pthread_mutex_unlock(&sync_lock);
static int logged;
if (wait > 0 && logged++ < 5) LOG("sync_guard: input paused for %.0f ms after focus returned", wait / 1e6);
if (input_diag && XR_FAILED(r)) diag_call_failed("xrSyncActions", r, NULL);
return r;
}
@@ -140,7 +142,7 @@ static XRAPI_ATTR XrResult XRAPI_CALL hook_xrGetActionStateBoolean(XrSession ses
// ---------------------------------------------------------------- focus_hold
#define FOCUS_HOLD_MIN_FOCUSED_NS 1000000000ll // only after this long in FOCUSED (start-up transitions untouched;
// 3 s let a 27 ms dip through in Blade & Sorcery)
// dips longer than focus_hold_ms (setting, default 1000) are delivered (late, in order): taking the headset off or the
// dips longer than focus_hold_ms (setting, default 5000) are delivered (late, in order): taking the headset off or the
// system menu must still pause the game. A longer limit is for headsets whose wear sensor flickers ("HMD off" for
// 0.5-2 s while worn; Blade & Sorcery pauses on each)
#define FOCUS_HOLD_MAX_DIP_NS ((int64_t)(focus_hold_ms * 1000000.0f))
@@ -324,6 +326,7 @@ static XRAPI_ATTR XrResult XRAPI_CALL hook_xrSuggestInteractionProfileBindings(X
note_pose_binding(suggested->suggestedBindings[i].action, path);
}
XrResult r = fn(instance, suggested);
input_diag_suggested(instance, suggested, r, to_string); // the runtime's answer to the game's own suggestion
if (!profile_remap || !suggested || !to_string) return r;
char profile[XR_MAX_PATH_LENGTH] = {0};
uint32_t size = 0;
+173
View File
@@ -0,0 +1,173 @@
// FramePort FrameBridge: eye-image snapshots for headless diagnostics (setting snapshot=<seconds>, GLES games only).
// Every <seconds>, at xrEndFrame, the left-eye image the game just submitted (projection layer, view 0: its swapchain
// image and array layer) is read back on the game's own GL context and written at a quarter of its size as
// /sdcard/Android/data/<package>/files/fb_snap_<n>.ppm (n = 0-7, the oldest is overwritten). Nobody wears the headset
// in a launch test, so the headset view stays black: this shows what the game itself draws (e.g. which screen it is
// stuck on). The game's framebuffer, pack-buffer and pack-alignment bindings are restored afterwards.
#define SNAP_MAX_SWAPCHAINS 16
#define SNAP_MAX_IMAGES 8
#define SNAP_SCALE 4
#define SNAP_GL_FUNCS(X) X(glGenFramebuffers) X(glDeleteFramebuffers) X(glBindFramebuffer) X(glFramebufferTexture2D) \
X(glFramebufferTextureLayer) X(glCheckFramebufferStatus) X(glReadPixels) X(glGetIntegerv) X(glPixelStorei) \
X(glBindBuffer) X(glGetError)
#define SNAP_DECLARE(fn) static __typeof__(&fn) s_##fn;
SNAP_GL_FUNCS(SNAP_DECLARE)
#undef SNAP_DECLARE
static EGLContext (*s_eglGetCurrentContext)(void);
static struct {
XrSwapchain handle;
uint32_t width, height, array_size, count, last_acquired;
GLuint images[SNAP_MAX_IMAGES];
} snap_chains[SNAP_MAX_SWAPCHAINS];
static pthread_mutex_t snap_lock = PTHREAD_MUTEX_INITIALIZER;
static int snap_load_gl(void) {
static int state; // 0 untried, 1 ok, -1 failed
if (state) return state > 0;
void *egl = dlopen("libEGL.so", RTLD_NOW | RTLD_LOCAL), *gles = dlopen("libGLESv3.so", RTLD_NOW | RTLD_LOCAL);
int ok = egl && gles;
if (ok) s_eglGetCurrentContext = (EGLContext (*)(void))dlsym(egl, "eglGetCurrentContext");
#define SNAP_RESOLVE(fn) ok &= gles && (s_##fn = (__typeof__(s_##fn))dlsym(gles, #fn)) != NULL;
SNAP_GL_FUNCS(SNAP_RESOLVE)
#undef SNAP_RESOLVE
state = ok && s_eglGetCurrentContext ? 1 : -1;
if (state < 0) LOG("snapshot: OpenGL ES not available, no snapshots");
return state > 0;
}
static int snap_find(XrSwapchain handle, int create) {
for (int i = 0; i < SNAP_MAX_SWAPCHAINS; ++i)
if (snap_chains[i].handle == handle) return i;
if (!create) return -1;
for (int i = 0; i < SNAP_MAX_SWAPCHAINS; ++i)
if (!snap_chains[i].handle) { snap_chains[i].handle = handle; snap_chains[i].count = 0; return i; }
return -1;
}
static void snap_on_create(XrSwapchain handle, const XrSwapchainCreateInfo *info) {
if (!snapshot || !info) return;
pthread_mutex_lock(&snap_lock);
int i = snap_find(handle, 1);
if (i >= 0) {
snap_chains[i].width = info->width;
snap_chains[i].height = info->height;
snap_chains[i].array_size = info->arraySize ? info->arraySize : 1;
}
pthread_mutex_unlock(&snap_lock);
}
static void snap_on_destroy(XrSwapchain handle) {
if (!snapshot) return;
pthread_mutex_lock(&snap_lock);
int i = snap_find(handle, 0);
if (i >= 0) snap_chains[i].handle = XR_NULL_HANDLE;
pthread_mutex_unlock(&snap_lock);
}
static void snap_on_enumerate(XrSwapchain handle, uint32_t count, const XrSwapchainImageBaseHeader *images) {
if (!snapshot || !images || !count || images->type != (XrStructureType)1000024002) return; // OPENGL_ES_KHR
pthread_mutex_lock(&snap_lock);
int i = snap_find(handle, 1);
if (i >= 0) {
uint32_t n = count < SNAP_MAX_IMAGES ? count : SNAP_MAX_IMAGES;
const emul_gles_image *gl = (const emul_gles_image *)images;
for (uint32_t k = 0; k < n; ++k) snap_chains[i].images[k] = gl[k].image;
snap_chains[i].count = n;
}
pthread_mutex_unlock(&snap_lock);
}
static void snap_on_acquire(XrSwapchain handle, uint32_t index) {
if (!snapshot) return;
pthread_mutex_lock(&snap_lock);
int i = snap_find(handle, 0);
if (i >= 0) snap_chains[i].last_acquired = index;
pthread_mutex_unlock(&snap_lock);
}
static void snap_write(const unsigned char *rgba, uint32_t w, uint32_t h, int n) {
char path[320];
snprintf(path, sizeof(path), "%s/fb_snap_%d.ppm", snap_dir, n);
FILE *f = fopen(path, "wb");
if (!f) { LOG("snapshot: can't write %s", path); return; }
uint32_t ow = w / SNAP_SCALE, oh = h / SNAP_SCALE;
fprintf(f, "P6\n%u %u\n255\n", ow, oh);
unsigned char *row = malloc((size_t)ow * 3);
for (uint32_t y = 0; row && y < oh; ++y) {
const unsigned char *src = rgba + (size_t)(h - 1 - y * SNAP_SCALE) * w * 4; // GL rows are bottom-up
for (uint32_t x = 0; x < ow; ++x) {
const unsigned char *p = src + (size_t)x * SNAP_SCALE * 4;
row[x * 3] = p[0], row[x * 3 + 1] = p[1], row[x * 3 + 2] = p[2];
}
fwrite(row, 1, (size_t)ow * 3, f);
}
free(row);
fclose(f);
LOG("snapshot: %s (%ux%u)", path, ow, oh);
}
static void snap_end_frame(const XrFrameEndInfo *info) {
if (!snapshot || !*snap_dir || !info) return;
static int64_t next_ns;
static int taken;
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
int64_t t = (int64_t)now.tv_sec * 1000000000ll + now.tv_nsec;
if (t < next_ns) return;
next_ns = t + (int64_t)snapshot * 1000000000ll;
const XrCompositionLayerProjection *proj = NULL;
for (uint32_t i = 0; i < info->layerCount && !proj; ++i)
if (info->layers[i] && info->layers[i]->type == XR_TYPE_COMPOSITION_LAYER_PROJECTION &&
((const XrCompositionLayerProjection *)info->layers[i])->viewCount)
proj = (const XrCompositionLayerProjection *)info->layers[i];
if (!proj || !snap_load_gl()) return;
if (!s_eglGetCurrentContext()) {
static int logged;
if (!logged++) LOG("snapshot: no GL context current in xrEndFrame, no snapshot");
return;
}
const XrSwapchainSubImage *sub = &proj->views[0].subImage;
pthread_mutex_lock(&snap_lock);
int i = snap_find(sub->swapchain, 0);
GLuint tex = 0;
uint32_t w = 0, h = 0, array_size = 1;
if (i >= 0 && snap_chains[i].count && snap_chains[i].last_acquired < snap_chains[i].count) {
tex = snap_chains[i].images[snap_chains[i].last_acquired];
w = snap_chains[i].width, h = snap_chains[i].height, array_size = snap_chains[i].array_size;
}
pthread_mutex_unlock(&snap_lock);
if (!tex || !w || !h) return;
GLint read_fb = 0, pack_buffer = 0, pack_alignment = 4;
s_glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_fb);
s_glGetIntegerv(GL_PIXEL_PACK_BUFFER_BINDING, &pack_buffer);
s_glGetIntegerv(GL_PACK_ALIGNMENT, &pack_alignment);
GLuint fb = 0;
s_glGenFramebuffers(1, &fb);
s_glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
if (array_size > 1)
s_glFramebufferTextureLayer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0, (GLint)sub->imageArrayIndex);
else
s_glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
unsigned char *rgba = NULL;
if (s_glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE &&
(rgba = malloc((size_t)w * h * 4))) {
s_glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
s_glPixelStorei(GL_PACK_ALIGNMENT, 1);
s_glReadPixels(0, 0, (GLsizei)w, (GLsizei)h, GL_RGBA, GL_UNSIGNED_BYTE, rgba);
} else {
static int logged;
if (logged++ < 3) LOG("snapshot: eye image %u not readable (framebuffer incomplete)", tex);
}
s_glPixelStorei(GL_PACK_ALIGNMENT, pack_alignment);
s_glBindBuffer(GL_PIXEL_PACK_BUFFER, (GLuint)pack_buffer);
s_glBindFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)read_fb);
s_glDeleteFramebuffers(1, &fb);
while (s_glGetError() != GL_NO_ERROR) {} // our calls must not leave errors for the game to find
if (rgba) {
snap_write(rgba, w, h, taken++ % 8);
free(rgba);
}
}
+51 -7
View File
@@ -7,10 +7,10 @@ Everything is fetched on demand into native/.cache (git-ignored):
- Temurin JDK 21 (javac) and Android build-tools (d8) for the Java stub classes
Then builds: FrameBridge adapter (arm64 + arm32), VrApi bridge, platform compat, language packs, GL shim, oculusos stub dex, the
timefix OpenXR layer for Proton games (linux-arm64, glibc; the NDK's clang builds it freestanding), the
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), and
rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
OculusHMDConnected helper for Rift games under Proton (win-x64 PE; the NDK's clang + lld-link, no Windows SDK), the
live view's hardware H.264 encoder fp_venc (linux-arm64-bin, static freestanding executable), and rewrites artifacts/SHA256SUMS. Run `frameport parity` afterwards to see which games change.
python native/build.py [--only adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings] [--ndk PATH]
python native/build.py [--only adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings,venc] [--ndk PATH]
"""
from __future__ import annotations
@@ -158,6 +158,32 @@ def build_xrlayer(tc: Path):
shutil.copy(src / "XR_APILAYER_FRAMEPORT_timefix.json", out / "XR_APILAYER_FRAMEPORT_timefix.json")
def uapi_arm64(tc: Path) -> Path:
"""Only the kernel UAPI headers of the NDK sysroot (linux/, asm-generic/, drm/, aarch64 asm/), rebuilt every time,
so no bionic libc header can end up on a freestanding build's include path."""
inc = tc / "sysroot/usr/include"
dest = CACHE / "uapi-arm64"
shutil.rmtree(dest, ignore_errors=True)
for d in ("linux", "asm-generic", "drm"):
shutil.copytree(inc / d, dest / d)
shutil.copytree(inc / "aarch64-linux-android/asm", dest / "asm")
return dest
def build_venc(tc: Path):
"""fp_venc (Linux aarch64, runs on the Frame): SteamVR headset view -> V4L2 hardware H.264 encoder -> stdout, for the
live view. Fully static and freestanding (raw syscalls, own _start), so it needs no libc at build or run time.
Goes to linux-arm64-bin/, not linux-arm64/ (that folder is uploaded whole as the OpenXR layer)."""
src = HERE / "venc"
uapi = uapi_arm64(tc)
out = ART / "linux-arm64-bin"
out.mkdir(parents=True, exist_ok=True)
run([tc / "bin/clang", "--target=aarch64-linux-gnu", "-ffreestanding", "-nostdlib", "-nostdlibinc", "-static",
"-fno-stack-protector", "-fno-builtin", "-O2", "-Wall", "-Wextra", "-Werror", "-fuse-ld=lld",
"-Wl,--build-id=none", "-Wl,-z,max-page-size=65536", "-e", "_start", "-I", src / "include", "-I", uapi,
f"-ffile-prefix-map={HERE}=native", "fp_venc.c", "convert.c", "sys.c", "-o", out / "fp_venc"], cwd=src)
OCULUSHMD_IMPORTS = ("CreateEventW", "CreateJobObjectW", "AssignProcessToJobObject", "QueryInformationJobObject",
"CreateProcessW", "ResumeThread", "WaitForSingleObject", "GetExitCodeProcess", "CloseHandle",
"Sleep", "GetCommandLineW", "GetLastError", "GetStdHandle", "WriteFile", "ExitProcess")
@@ -239,6 +265,24 @@ def build_glshim(tc: Path):
"-Wl,-z,max-page-size=16384", "glshim.c", "-ldl", "-llog", "-o", ART / "arm64-v8a/libglshim.so"], cwd=src)
def build_eglfmt(tc: Path):
"""Depth-format shim (see glshim/eglfmt.c) that GL-to-GLES wrappers (QuestCraft's LTW) load in place of libEGL.so.
Named libfpg.so: no longer than "libEGL.so", whose dlopen string in the wrapper is rewritten in place. Linked to
libEGL so a dlsym on its handle still finds every EGL function."""
src = HERE / "glshim"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-fvisibility=hidden", "-Wl,-soname,libfpg.so", "-Wl,-z,max-page-size=16384", "eglfmt.c",
"-Wl,--no-as-needed", "-lEGL", "-Wl,--as-needed", "-ldl", "-llog", "-o", ART / "arm64-v8a/libfpg.so"], cwd=src)
def build_ovrtrace(tc: Path):
"""Meta Platform SDK tracer (see ovrtrace/ovrtrace.c): diagnostics, the game's engine library loads it first."""
src = HERE / "ovrtrace"
run([exe(tc, "aarch64-linux-android29-clang"), "-shared", "-fPIC", "-O2", "-Wall", "-Wextra", "-Werror",
"-Wl,-soname,libfp_ovrtrace.so", "-Wl,-z,max-page-size=16384", "ovrtrace.c", "-ldl", "-llog",
"-o", ART / "arm64-v8a/libfp_ovrtrace.so"], cwd=src)
def build_xrshim(tc: Path):
"""FrameBridge extension shim (see xrshim/xrshim.c): DT_NEEDED-injected in front of overport's libopenxr_loader.so."""
src = HERE / "xrshim"
@@ -308,7 +352,7 @@ def write_sums():
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings")
ap.add_argument("--only", default="adapter,bridge,compat,langpack,glshim,eglfmt,ovrtrace,dex,xrlayer,oculushmd,xrshim,vkshim,ovrpshim,vrsettings,venc")
ap.add_argument("--ndk")
args = ap.parse_args()
parts = set(args.only.split(","))
@@ -317,11 +361,11 @@ def main():
tc = clang_dir(ndk(args.ndk)) if parts - {"dex"} else None
steps = {"adapter": lambda: build_adapter(tc), "bridge": lambda: build_bridge(tc), "compat": lambda: build_compat(tc),
"langpack": lambda: build_langpack(tc),
"glshim": lambda: build_glshim(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"glshim": lambda: build_glshim(tc), "eglfmt": lambda: build_eglfmt(tc), "ovrtrace": lambda: build_ovrtrace(tc), "xrshim": lambda: build_xrshim(tc), "dex": build_dex, "xrlayer": lambda: build_xrlayer(tc),
"oculushmd": lambda: build_oculushmd(tc), "vkshim": lambda: build_vkshim(tc),
"ovrpshim": lambda: build_ovrpshim(tc),
"vrsettings": lambda: build_vrsettings(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings"):
"vrsettings": lambda: build_vrsettings(tc), "venc": lambda: build_venc(tc)}
for name in ("adapter", "bridge", "compat", "langpack", "glshim", "eglfmt", "ovrtrace", "xrshim", "vkshim", "ovrpshim", "dex", "xrlayer", "oculushmd", "vrsettings", "venc"):
if name in parts:
log(f"build {name}")
steps[name]()
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