Repository navigation
FramePort dev build 0.9.2.dev145
Pre-release
Pre-release
Dev build 0.9.2.dev145 from commit f2d93af (2026-10-05). For testing fixes before
the next release; you get that release as a normal update.
Please test
Test build: USB cable setup, configs from GitHub, Proton choice, right-click menus + drag-select, start-in-VR option, dashboard fixes, QuestCraft and Into The Radius 2 fixes
Changes since v0.9.1
- Game list: Tetris Effect, Iron Man VR, palazzo_santacruz (merged working configs)
- 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),
- Vulkan shim vk_spec_fixes (per game): depth images get TRANSFER_DST (not transient ones), Qualcomm shader-resolve subpasses lose their invalid depth resolve;
- 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 (dia
- catalog: com.enhanceexperience.tetriseffect (from #45)
- catalog: com.camouflaj.salmon (from #47)
- catalog: com.resolutiongames.abvriop.santacruz (from #46)
- 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
- QuestCraft works: catalog status works (owner-verified 2026-10-05; LIBGL_NOERROR + frame.ltw_depth)
- frame.ltw_depth: Minecraft launchers' LTW (QuestCraft) loads OpenGL ES through libfpg.so (native/glshim/eglfmt.c), which turns desktop GL_DEPTH_COMPONENT32 in
- 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'
- 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)
- Translation template for the vk_query_slots texts
- vk_query_slots: in the Game settings dialog (switch, Troubleshooting; Unreal Vulkan games), 1 = on; fix the settings-dialog test and the translation template
- 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 resu
- 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 star
- 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); In
- 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 ga
- 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
- 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 D
- 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-onl
- 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;
- FAQ: how to lay out games with OBB files (data folder named after the package, one folder per game)
- 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 NetworkMan
- USB cable link check: agent v50
usb_link(usb0 state/addresses, gadget functions, USB speed, DHCP from the Frame, sshd) andframeport frame usb-check(thi - 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 f
- Add missing macOS file entitlement