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Make PC VR games actually reach VR, and stop mis-claiming Frame support: - PC: auto-start SteamVR on Play/launch (winhost.start_steamvr) — Oculus games ran as a flat window because SteamVR wasn't up; Revive has no runtime to bind to without it. Default PC installs to Revive's OpenVR (SteamVR) backend (pcvr.revive_openvr on) instead of the OpenXR backend that was crashing; the Frame launcher still uses /openxr. Play toast warns if SteamVR can't come up. - Routing: detect OpenVR (openvr_api imports/DLLs, not the universal-in-Unreal IVRSystem/VR_InitInternal strings). frame_native = (openxr or openvr) and not libovr; any LibOVR game is Oculus -> needs Revive -> PC only. The game page says per-game where it runs; installing an Oculus game on the Frame warns first. Rick and Morty runs on the Frame via its catalog recipe. Migration rift_frame_native re-analyzes + re-derives existing entries. Note: Oculus/LibOVR games can't run on the Frame — Revive's hooks don't work under Proton-arm64 (ARM64EC), and FramePort does not defeat the Oculus runtime Authenticode signature check. Those games are PC-only (SteamVR + Revive). Bump to 0.2.0. 133 tests pass.