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17 KiB
17 KiB
Porting playbook: symptom → cause → fix
Everything here was hit while porting Quest and Rift games to the Steam Frame (Sept–Oct 2026; 38 catalog recipes). The machine-readable
version is catalog/triage.yaml (used by frameport test / the Job screen); keep both in sync.
Fast path for a new game
frameport scan <folder>→ check the suggested recipe (frameport show <pkg>). Direct-VrApi engines get the bridge.frameport build <pkg>→ all static checks must pass (32-bit-only → stop, it can't run).frameport install <pkg>→frameport test <pkg>: want RUNNING + "Submitting frames" at ~72 fps.- Put the headset on and look. Headless tests can't judge visuals (no FOCUSED state without the headset worn).
- Fix by symptom below, rebuild, repeat. When it's good: Save as known-good (GUI) / add a catalog YAML.
Startup failures (visible in launch.log)
| Symptom | Cause | Fix |
|---|---|---|
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 |
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 |
| PC VR game runs as a flat 2D window (no VR) | SteamVR was not running, so Revive/LibOVR had no runtime to bind to | FramePort now auto-starts SteamVR on Play; make sure your headset/SteamVR come up before the game |
| PC VR game crashed launching via Steam on the OpenXR backend | Revive's newer OpenXR backend was less reliable | PC now defaults to Revive's OpenVR (SteamVR) backend; reinstall to apply |
Oculus PC VR game: Unable to load LibOVRRT DLL / -3001 on the Frame |
The game can't find a VR runtime (Revive's LoadLibrary hook doesn't work under Proton-arm64) | pcvr.libovr_redirect (default on) symlinks Revive's runtime as LibOVRRT{64,32}_1.dll in the exe dir — pure substitution; a build that checks the runtime signature then hits -3021 (not bypassed) |
| Oculus Rift game won't run on the Steam Frame | Oculus/LibOVR game: needs Revive, whose hooks don't work under Proton-arm64, and FramePort won't defeat the Oculus runtime signature check | Play it on this PC (SteamVR + Revive). Only OpenVR/OpenXR-native Rift games run on the Frame |
| Un-cracked Oculus PC VR game: "Initializing OVR session" then exits / signature check on the runtime | Revive's hooks don't install on Proton-arm64; the Oculus shim rejects the unsigned Revive runtime | Not runnable on the Frame without the repack's crack extracted (not done by FramePort); use the PC version |
PC VR game: Failed to initialize Oculus API (-3001) / Unable to load LibOVRRT DLL |
Revive's LoadLibrary hook doesn't work under Proton arm64 (ARM64EC kernelbase); the game's LibOVR shim finds no runtime DLL | Symlink LibOVRRT64_1.dll → Revive's DLL in the prefix's system32 (manual so far) → then -3021 (runtime signature check; open) |
| 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 |
INSTALL_FAILED_NO_MATCHING_ABIS |
32-bit-only APK; Frame has no AArch32 | None. PC/Rift version via Revive |
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) |
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) |
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 |
Crash on the first frame, backtrace libVkLayer_fossilize.so ← FVulkanRenderPass::FVulkanRenderPass (crash logcat) |
the engine leaves the pNext of unused Vulkan attachment references uninitialized; Lepton always loads Steam's Fossilize layer (guest is userdebug, so even a non-debuggable APK gets it), which follows the pointer | frame.vk_sanitize (default on for Unreal; Vulkan shim libfp_vk.so; triage fossilize-renderpass), e.g. Deadpool VR |
SIGABRT right after start, backtrace libopenxr_loader.so (xrCreateSwapchain+…) |
overport's dispatcher aborts on swapchains > 4096 px ("Wrong createInfo size"); video players use 7680×3840 theatre textures | frame.swapchain_limit (default on; guard → 16384 px; triage swapchain-size-abort), e.g. 4XVR |
Video/menu panel missing, log dropped N unusable layer(s) with cylinder (1000017000) or equirect2 (1000091000) layers |
the Frame runtime lacks XR_KHR_composition_layer_cylinder/equirect(2)/cube (its SteamVR runtime only composites quad + projection layers) | adapter shows cylinders as flat strips (setting cylinder_strips, default on); 360° equirect layers (theatres, 360° videos): adapter.equirect_emul (GLES only, per game) |
| 360° theatre / 360° video black or missing (e.g. 4XVR) | equirect layers dropped | adapter.equirect_emul=1: a worker thread with a shared GLES context converts each 360° image to a cube map when it changes and draws one adapter projection layer from it for every frame with exactly that frame's views; it replaces the 360° layers in place, so the game's own projection layer (balcony, controllers, 360° videos it draws itself) stays on top. Quads can't be used: the Frame draws quad layers above every projection layer whatever the order. Log: first 360 view ready, in 5 s: N 360 image update(s) … M view redraw(s). Upside down / mirrored / behind you: equirect_flip 1/2/4 (frameport settings <pkg> equirect_flip=1, no rebuild). Never Vulkan (a Vulkan renderer hung the Frame's GPU in AC Nexus) |
Unity game hangs right after its first frames, no pacing: lines; SIGQUIT dump shows UnityMain in a game library's JNI_OnLoad → usleep (e.g. SKYBOX: libskybox.so, SignatureChecker) |
the game checks its APK signing certificate; every port is re-signed | can't be fixed without defeating anti-tamper (FramePort doesn't): mark "Can't run". Diagnose hangs: podman exec <container> kill -3 <pid> writes all thread stacks to launch.log |
| Video player doesn't list sent videos (e.g. 4XVR "Internal Storage" only shows some) | the player lists its own /sdcard folder (4XVR: /sdcard/4XPlayer), not /sdcard/Movies; Android's media index doesn't work in Lepton | GUI game page "Add videos" / "Add videos & files…" (Videos + the app's own folder, hard links) or frameport frame send <files> --app <pkg> |
One eye grey in a stereo video, log xrCreateSwapchain … result=-10 |
the runtime refused a swapchain (XR_ERROR_LIMIT_REACHED) | fewer/smaller swapchains: lower equirect_res; unresolved |
| Menu/screen jumps to where you look (e.g. 4XVR) | the app re-creates LOCAL spaces (4XVR: every 2–4 s) and the Frame places them at the current head yaw, or the app recentres after the Frame's brief focus dips | turn on adapter.layer_debug, check that LOCAL space sits at … deg vs focus_hold: hid a … ms focus dip; fixes: adapter.stable_local (new LOCAL spaces line up with the first) / adapter.focus_hold (hides dips < 600 ms after 3 s focused; never at start-up: a global debounce broke AC Nexus) |
| Pointer misses menu items | the Frame's aim pose differs from Touch's | adapter.layer_debug logs aim in grip … pitch/yaw; correct with aim_pitch/aim_yaw/aim_forward (frameport settings, no rebuild) |
| Video stutters although fps is steady | video frame rate doesn't divide the refresh rate (30 fps at 72 Hz) | adapter.refresh_rate (e.g. 90 for 30 fps, 72 for 24 fps); layer_debug logs the offered rates and the app's own requests |
| PC VR game judders/stutters although the GPU keeps up; vrcompositor.txt "Timed out. N total" high or frames dropped | the game misses the headset's refresh (e.g. 96 Hz = 10.4 ms; Stormland's slow frames take 10.7 ms) | pcvr.steamvr_tuning (default on): next Play sets SteamVR per-app preferredRefreshRate + motionSmoothingOverride via fp_vrsettings.exe |
| Quest app keeps recentering / snapping the view when you turn your head; log shows session state 5→4→3→4→5 within a second | the Frame briefly takes focus; the app recenters on focus changes | unfixed: hiding the dips (debounce) made AC Nexus stay black, so it was removed |
| Video player / app finds no local videos; MediaProvider "Requested path /home/steamos/... doesn't appear under ..." | Lepton's /sdcard is a symlink to a host path, so Android's media index rejects every file | upload in the Files tab (Videos = /sdcard/Movies) and browse folders in the app |
Game (Unity, GLES) freezes, zink: DEVICE LOST |
multisampled render-to-texture hangs the GPU | frame.unity_no_msaa; if it persists: unfixable → PC version |
| Setup/intro loops every launch (Espire 2) | save folders created without write permission | launcher repairs permissions every 2 s (built in) |
| VrApi bridge: never enters VR | Frame reaches FOCUSED later than Quest; tracking only when worn | bridge waits 30 s; test in the headset |
Picture problems (headset on)
| Symptom | Cause | Fix |
|---|---|---|
| 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) |
Only some draws visible (e.g. controllers) + glGetError 0x502 |
multiview shaders used on single-view FBOs | GL shim gl_hide_multiview=1 (default) |
| Upside-down image in a GL bridge game | GL images start at the bottom row | fixed in the bridge (swap angleUp/Down for GL chains) |
| UI panels upside down (AC Nexus) | XrCompositionLayerImageLayoutFB VERTICAL_FLIP unsupported | adapter flip_emul=1 (default); rotating quads makes them vanish |
| Passthrough black (BAM) | XR_FB_passthrough missing | adapter passthrough_emul=1 (default) + patch_force_passthrough for MR-only games |
| Quest Touch controllers (or none) shown in a game that uses Meta's runtime controller models | XR_FB_render_model missing on the Frame | adapter controller_models=1: the agent converts the Frame's SteamVR controller models to glb at install, the adapter serves them. Games with their own controller meshes aren't affected (none of the 34 catalog games use runtime models) |
overportOXR: Unknown proc addr: xr… for a function the adapter emulates |
overport's dispatcher only forwards functions in its own table | route the plugin's lookups through native/xrshim (done for XR_FB_render_model when controller_models=1) |
| MR game stuck waiting for room data (Demeter) | no Meta scene API | adapter scene_emul=1 (+ frame.meta_permissions) |
| Hand-tracking game janky (Silhouette) | Frame synthesizes hands from controllers | controller_fix=0 passes hands through; not really fixable |
| Eye distortion while moving (Arcsmith, Time Stall) | unknown (not eye swap, tracking, Valve layers, depth or pacing) | unresolved |
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>. - The adapter logs as
FrameBridge(settings, xrCreateInstance result, swapchain retries, pacing fps). - For GLES/GLAD engines, wrap
eglGetProcAddressto see shader compile errors (build the shim with-DGLSHIM_TRACEfor per-FBO draw counts and draw-call errors; the bridge has-DOVP_GL_DIAGfor eye-image readback). - Anything visual needs one headset session per iteration — batch hypotheses into each build.
- Keep the known-good APK and roll back if a change regresses (
PATCHED/_known-good-*).
When it can't run on the Frame
Stream PC VR instead: native Steam version if one exists (Espire 1: 669290; HITMAN WoA: 1659040; Sniper Elite VR),
or the Rift version through Revive (Journey of the Gods, Shadow Point). The catalog stores these as
pcvr_alternative. FramePort handles Rift games itself (next section).
Oculus Rift (PC VR) games
Scan a folder with Rift game dumps (Windows game folders) like Quest dumps; they get ids rift.<slug> and the
"PC VR (Revive / Proton)" patch group. Two ways to run them:
- This PC (
--to pc, GUI "Install on this PC"): a non-Steam shortcut in the local Windows Steam runsReviveInjector.exe /openxr "<game.exe>"(FramePort's portable Revive; on WSL copied to%LOCALAPPDATA%\FramePort). Play on the Frame by streaming from SteamVR. - The Frame (GUI "Install on Frame (Proton)"): game + Revive are uploaded to
~/Applications/quest-frame/rift.*, and launch.sh runs them with the Frame's ARM64 Proton (Frame → Install Proton first). Experimental.
| Symptom | Cause | Fix |
|---|---|---|
| "Proton isn't installed on the Frame yet" | ARM64 Proton / Steam Linux Runtime 4 (arm64) not downloaded | Frame → Install Proton (confirm in the headset) or "Install without confirming" (frameport frame proton --install --unattended) |
Game quits at once; ovrPlatformInitialize_NotEntitled / entitlement failed |
Oculus Platform SDK entitlement check (FramePort flags these: "Uses the Oculus Platform SDK") | PC mode with the Oculus app installed and a license you own. FramePort doesn't bypass entitlement checks |
Failed to create process in ReviveInjector.txt |
wrong exe, or 32/64-bit mismatch | check the detected exe on the game page; rescan |
XR_ERROR_RUNTIME_UNAVAILABLE / no OpenXR runtime (PC) |
SteamVR not running / not the OpenXR runtime | start SteamVR, set it as OpenXR runtime; or pcvr.revive_openvr |
XR_ERROR_EXTENSION_NOT_PRESENT / xrConvertTimespecTimeToTimeKHR failed (Frame) |
ReviveXR needs XR_KHR_win32_convert_performance_counter_time; wineopenxr builds it on the host's timespec conversion. The Frame's Linux runtime supports it (2026-09-29), unlike its Android runtime |
pcvr.xr_timefix (off by default): FramePort's timefix OpenXR layer emulates it like the Quest adapter |
Proton game hangs at start in a headless/SSH launch; log no driver could be loaded / explorer process failed to start |
no display session (DISPLAY/GAMESCOPE_WAYLAND_DISPLAY) | the Proton launch.sh takes them from the running Steam (built in) |
Unreal game starts (window created) then CrashReportClient runs |
the game crashed under Proton; often no VR runtime reached it (Revive off) | keep pcvr.revive on (repacks' bundled LibRevive64.dll isn't loaded by itself); read the game log + crash summary in the launch log |
VK_ERROR_DEVICE_LOST under DXVK |
freedreno GPU hang | pcvr.proton_log to capture; PC mode |