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29 KiB
29 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 |
| 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 |
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) |
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) |
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) |
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 |
| 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 |
Game (Unity, GLES) freezes, zink: DEVICE LOST |
multisampled render-to-texture hangs the GPU | frame.unity_no_msaa; if it persists: unfixable → PC version |
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 |
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) |
Unity game hangs or the whole Frame restarts (e.g. in a menu); log: The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level. (e.g. Lucky's Tale) |
Meta's OVRManager (useRecommendedMSAALevel) turns 4x MSAA on at runtime, past QualitySettings; multisampled render-to-texture on GLES/Zink hangs the GPU |
frame.unity_runtime_msaa_off (Cpp2IL: OVRDisplay.get_recommendedMSAALevel → 0) |
| Unity game: one eye shows only effects or grey, the other is fine (e.g. I Am Cat, Oculus XR Plugin on GLES) | the game's single-pass multiview rendering goes wrong for array slice 1 (the adapter submits both slices correctly) | frame.unity_multipass (Cpp2IL: OculusSettings.GetStereoRenderingMode → MultiPass); swap_eyes=1 tells whether the game or the adapter is at fault |
| Setup/intro loops every launch (Espire 2) | save folders created without write permission | launcher repairs permissions every 2 s (built in) |
| VrApi bridge: never enters VR | Frame reaches FOCUSED later than Quest; tracking only when worn | bridge waits 30 s; test in the headset |
Picture problems (headset on)
| 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 |
| 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) |
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 |
| 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 |
| 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 |
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 |
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.
- Headless launch tests never get focus: they prove startup, not play. Crashes right after FOCUSED (Myst), focus
dips and judder only show up in a headset session: ask for one, then
frameport diag collect <pkg>(it contains the headset sessions too, plus this boot's kernel log). - Which library a stale pointer belonged to: turn on the Android linker's log for one run by adding
debug.ld.app.<pkg>=dlopenas an extra line ofLEPTON_GFXRECON_FP_PROPS(first line0) in the game's launch.sh on the Frame (back it up, restore it after) and look fordlclose: unloading "…". - Memory runaways / busy loops:
perfworks as steamos (perf_event_paranoid2, user space only;ptrace_scope1 blocks eu-stack/gdb/debuggerd).perf record -p <pid> -e page-faults -c 64 --call-graph fpnames the thread touching new memory (perf script -F comm,tid,ip,dso);-t <tid> -F 499samples one thread. Map IL2CPP addresses with a full Cpp2IL diffable-cs dump (methodOffset= address − the r-xp mapping of libil2cpp.so). Sample memory per mapping name from/proc/<pid>/smaps([anon:libc_malloc]= native heap). - Unity catches native crashes itself: no debuggerd backtrace in Lepton's logcat-crash.log, but a
tombstone_00in the game'sAndroid/data/<pkg>/files/with the memory map (map pc/lr/registers to libraries). - Focus losses: the game sees FOCUSED→VISIBLE→SYNCHRONIZED (OVRPlugin
[XR_SESSION], FrameBridgefocus_hold:lines); the cause is on the host:~/.local/share/Steam/logs/vrserver.txt(HMD off/on,entering standby,SystemButtonDownin vrclient_vrcompositor.txt) and XRService ([UserPresence],IMUFallback). Compare the times (Lepton logs UTC, host logs local time). - A Unity getter patch that changes nothing: the compiler may have inlined it (no
BLto its address in libil2cpp.so) — patch the field read in the caller (Il2cppReturnPatch.field_loads). - Fixes found by users count: a reporter's shader capture (VR4) became the
vk_shader_fixrecipe data (match by size- SHA-256, insert words); verify on the device that the log shows the module being fixed.
- Don't install or test on the Frame while the owner is playing: adding a library entry restarts Steam (FramePort now skips the restart when the shortcut is unchanged and waits while a game runs), and a launch test starts a game.
- Catalog YAML: a
:inside an unquoted value breaks the file and the loader skipped it silently (the game vanished from the list);tests/test_catalog_files.pynow catches it. - Keep the known-good APK and roll back if a change regresses (
PATCHED/_known-good-*).
When it can't run on the Frame
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 |