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- /content/Asahi_Linux.md - /content/docs/distros/Asahi_Linux.md
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title: Asahi Linux
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---
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# Asahi Linux
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*AKA: Fedora on aarch64 with extra steps*
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## Envision
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Fedora has the `envision` package, as well as the `envision-monado` and `envision-wivrn` metapackages which grab the necessary dependencies for building monado and wivrn, respectively.
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This *will not* be the most up-to-date with upstream envision, but seeing as Envision doesn't currently build aarch64 AppImages, this is the easiest way to build custom commits of monado/wivrn/opencomposite/xrizer.
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## Multiarch
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Depending on what openxr applications you are planning on running, you may need multiple builds of the same component, but for different architectures.
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I will refer to the components as monado and opencomposite going forward, but the same information holds for wivrn and xrizer.
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Here's how I created an environment that can run both aarch64 openxr/openvr applications, and x86_64 openxr/openvr applications:
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I started by using envision on an aarch64 machine and an x86_64 machine, building the same profile on the same commits.
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Each prefix (containing monado) was copied from `~/.local/share/envision/prefixes/{profile id}/` to a directory on my Asahi Linux install.
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(In my case, `~/multiarch_monado/monado-x86_64-prefix/` and `~/multiarch_monado/monado-aarch64-prefix/`.)
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The two instances of OpenComposite (located at `~/.local/share/envision/{profile id}/OpenComposite/build`) should be merged into a single directory.
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(In my case, `~/multiarch_monado/opencomposite`.)
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The x86_64 build of OpenComposite should contribute `bin/linux64/vrclient.so`, while the aarch64 build of OpenComposite should contribute `bin/linuxarm64/vrclient.so`.
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(If you are following along using an OpenComposite commit that pre-dates <https://gitlab.com/znixian/OpenOVR/-/merge_requests/179>,
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or an xrizer commit that pre-dates <https://github.com/Supreeeme/xrizer/pull/106>,
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you should rename the `bin/linux64` folder from the aarch64 build to `bin/linuxarm64`.
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Or you can choose to ignore the aarch64 build entirely, since Steam games don't currently require it.)
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Runtimes that have been copied from another machine should probably be setcap'd: `sudo setcap CAP_SYS_NICE=eip monado-service`
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To be able to run openxr applications, we need to create the symlinks `active_runtime.x86_64.json` and `active_runtime.aarch64.json` in `~/.config/openxr/1/`.
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On my machine, this looks like:
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```sh
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ln -s ~/multiarch_monado/monado-aarch64-prefix/share/openxr/1/openxr_monado.json ~/.config/openxr/1/active_runtime.aarch64.json
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ln -s ~/multiarch_monado/monado-x86_64-prefix/share/openxr/1/openxr_monado.json ~/.config/openxr/1/active_runtime.x86_64.json
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```
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To be able to run openvr applications, we need to create `~/.config/openvr/openvrpaths.vrpath`.
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This is overridden when you start steam in some cases, so make sure you keep an extra copy handy to re-override it.
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On my machine, the contents of `openvrpaths.vrpath` is as follows:
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```
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{
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"jsonid": "vrpathreg",
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"runtime": [
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"/home/kitlith/multiarch_monado/opencomposite"
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],
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"version": 1
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}
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```
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## Steam Games under muvm
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What worked for me was running `monado-service` manually, with all the environment variables that envision uses, and manually setting up environment variables for steam launch arguments.
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On my machine, the launch arguments look like: `PRESSURE_VESSEL_FILESYSTEMS_RW=/run/user/1000/monado_comp_ipc XR_RUNTIME_JSON=~/.config/openxr/1/active_runtime.x86_64.json %command%`
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There is some extra complication caused my muvm putting its `XDG_RUNTIME_DIR` in a weird spot interfering with monado's ability to connect to itself.
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Therefore, my reccomended launch order is as follows:
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Lanuch monado-service:
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```sh
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muvm -it -- bash
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```
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```sh
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mkdir -p /run/user/1000/
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chmod 700 /run/user/1000/
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# setup the rest of the environment variables, ensuring XRT_DEBUG_UI is *not* enabled.
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XDG_RUNTIME_DIR=/run/user/1000/ ./monado-service
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```
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Launch Steam.
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Optionally, `tail -f ~/.steam/steam/logs/console-linux.txt` so you can see errors when a game fails to do the correct thing.
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Ensure that `openvrpaths.vrpath` has the correct contents and hasn't been overwritten by steam.
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Launch a game.
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## wivrn
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Due to <https://github.com/AsahiLinux/muvm/issues/177>, the terminal that you're running WiVRn within *must* be the one that's starting the VM.
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Therefore, you should start wivrn before you start steam.
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There are also some extra considerations, such as the avahi daemon not being visible within the VM.
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Here's what I did that worked:
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```sh
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muvm -it -p 9757/udp -p 9759 -- bash
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```
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```sh
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mkdir -p /run/user/1000/
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chmod 700 /run/user/1000/
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# setup the rest of the environment variables, ensuring XRT_DEBUG_UI is *not* enabled.
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XDG_RUNTIME_DIR=/run/user/1000/ ./wivrn-server --no-publish-service --no-manage-active-runtime
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```
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On my machines, for some reason, WiVRn produced different commit hashes when applying patches, even though the base monado commit and wivrn commit were the same.
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If this happens to you, you can workaround it by adding `IPC_IGNORE_VERSION=1` to your steam launch arguments, *but you should verify that everything was built off of the same commit first.*
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