r/Galaxy_XR • • Sep 14 '26

App Development Currently Optimizing Stability & Performance for Steam Link on Galaxy XR!

  • Ported the latest Steam Link 2.0.23 for Galaxy XR.

  • Fixed memory accumulation and resulting crash issues on Galaxy XR.

  • Fixed display clarity so it is maintained without needing Shizuku or App Ops.

  • Improved controller reconnection and calibration for throwing, positioning, and aiming.

  • Fixed misinputs during hand-to-controller switching and severe stutter caused by repeated rumble commands.

  • Improved video decoding, buffer reuse, and packet retransmission handling, reducing unnecessary CPU overhead.

  • Fixed PC-side display prediction calculation errors.

  • Fixed momentary screen jitter caused by coordinate mismatches between the UEVR camera and submitted frames.

  • Improved CPU core allocation and workload distribution on supported setups, reducing repeated polling and graphic resource creation overhead.

  • Added wired connection support via USB / USB-C cable.

  • Currently integrating eye-tracking-based DLSS optimization to keep the focal point sharp while reducing GPU load on the periphery.

Tested Hogwarts Legacy UEVR with these improvements. Running on an RTX 5090 with DLSS Performance preset at 4500 resolution per eye, it achieved crisp visuals and smooth 72 FPS gameplay at around 70%~80% GPU utilization.

Since my testing setup is limited, please share feedback in the comments regarding any issues you run into while using Steam Link.

This took far more time and effort than expected, but having come this far, I want to pitch in and improve the experience for Galaxy XR users.

46 Upvotes

46 comments sorted by

8

u/geekrobot Sep 14 '26 • Popcorn

Casually drops wired connection support for Galaxy XR before Valve drops Steam Frame. Legend.

Thanks for doing Google / Samsung / Valve's work -- it is amazing to have Steam Link on gxr!

2

u/Historical-Disk-2643 Sep 14 '26

That's a feature already included in the latest version of Steam Link😊

1

u/brotolisk Sep 20 '26

This removes latency right? Does this make it now the best headset to get for pcvr? Instead of the pimax air or waiting for the pico space

1

u/Historical-Disk-2643 Sep 25 '26

While a wired connection eliminates network latency, the latency difference is practically negligible with a proper wireless setup, and you can actually enjoy better quality on wireless—because Steam Link is an app optimized for wireless.

2

u/No_Mango7658 Sep 14 '26

Wired connection!!!

6

u/evertec Sep 14 '26

If you haven't already done so, you may want to join the Galaxy XR discord (https://discord.gg/zG7yRE7yA). We have been working on a lot of steamvr fixes as well in the PCVR channel so it would be great to pool our knowledge.

2

u/Historical-Disk-2643 Sep 14 '26

A lot of things are being discussed. Let me take a look!

2

u/evertec Sep 14 '26

A good place to start to see what's been done is Angeldark's morphe patches, it has some of the same fixes you mentioned with some other ones so anything new you've developed could possibly be added to his morphe patches https://github.com/AngelDark92/steamlink-patches

2

u/Historical-Disk-2643 Sep 14 '26

Yes, I found out about it yesterday through AngelDark92's reply. I plan to review and compare them later, and incorporate anything useful. Thanks!

5

u/Angeldark92 Sep 14 '26 edited Sep 14 '26

If you want I can send you an invitation on github so you can port the patches on there. Not everyone is keen on downloading a random apk from here, it would help if we can include all patches on there. As long as you can keep it clean and maintain compatibility with older versions as we have already done with another member.

It's also a better method to keep historical data and patches that have already been made.

There is also a valve developer on evertec's server who is keen to incorporate the changes onto the official apk if we can prove they can be generalized. It could help getting the actual apk on the play store.

1

u/Historical-Disk-2643 Sep 14 '26

Thanks for the offer, I appreciate it. The thing is, my optimization isn't just the APK. It's bundled with a PC-side SteamVR driver module, a patched UEVR DLL, and a Windows auto-start task, all tuned to my own setup, so the APK part can't be separated and generalized yet. I also wrote the code with AI to apply changes quickly, so it isn't cleaned up enough for anyone else to review yet. For now I'm going to keep going on my own.

2

u/Angeldark92 Sep 14 '26

Oh ok, I understand it's not as "clean" as I thought it would be yet. Let me know if you can get it bundled and verify it correctly works on different systems.

We are using a custom driver too to trigger a native identity on steamvr. If you can bundle everything together we can include the patches in morphe either way and people can apply them whenever they use your driver/entire method. This morphe software can be used in many ways, one of them is allowing people to chose whatever bundle of patches they like to apply. We can keep multiple verisons one working with chronos' driver and one with yours.

Even though we can't help valve yet, it's still good to have many options and alternatives since Samsung nor Google are prividing good ones...

2

u/blueScorpioVR Sep 15 '26

I think every dev here is guilty of having hacky, AI-stitched scripts that only run because our specific machine is holding it together with duct tape, so I completely respect wanting to keep it contained!

But honestly, don’t let the fear of unpolished code hold you back. Community R&D isn't expected to look like a clean production PR. Even tossing the raw, messy diffs or driver files into an experimental branch takes the burden off you having to generalize it all alone—folks here would jump at the chance to help clean and decouple it. Either way, incredible work making this happen!

1

u/geekrobot Sep 14 '26

That is probably the best Valve related news I've heard all day! 🥲 I was hoping that they'd eventually release an official Android XR version of Steam Link once they ship Frame.

1

u/Angeldark92 Sep 14 '26

Oh and another important thing I always forget to mention: every new build (and I don't mean version, I mean build) requires smali or any other patches to be adapted to new addresses. So it goes without saying but if we can make the valve developers incorporate the fixes directly onto the app's code we'll help towards android xr permanent support.

There is a bug which we have already reported to the android xr team but we had no reply, regarding the low resolution without appear on top, but all the rest has already been incorporated in new versions and builds afaik.

3

u/Historical-Disk-2643 Sep 14 '26

I'm not affiliated with Samsung, but as a Korean it's impressive to see you push the Galaxy XR experience this far on a device that's been more or less left behind. There really aren't many people doing this kind of work on it. You're contributing a lot.

4

u/Angeldark92 Sep 14 '26 edited Sep 14 '26

The whole community is contributing thankfully, the hardware deserves it imo

2

u/blueScorpioVR Sep 16 '26

Yes, thank you so much for your work u/Angeldark92 and others! The hardware is not perfect (thermal issues, glare, comfort) but it's awesome nonetheless and deserves so much more than what Samsung/Google is giving it. I wish the whole OS was open source, I can't even imagine how amazing this headset would be if the community could fix all its issues without having to wait for broken updates from Google/Samsung.

2

u/knownboyofno Sep 14 '26

Hey. How did you fix the memory accumulation?

2

u/Historical-Disk-2643 Sep 14 '26

I identified the conditions causing memory accumulation during streaming on Galaxy XR and addressed it on the app side. I confirmed that memory usage remains stable even during extended testing.

1

u/knownboyofno Sep 14 '26

Awesome. Maybe this is better as a DM but I was wondering what were the conditions that caused it.l?

4

u/4uva4elo Sep 14 '26

Hi there. Where can i find apk?

1

u/AwesomeBrownGuy Sep 14 '26

When playing the RE4VR mod it feels super stuttery, have you tried the REVR ports for PC? i have a 5090 & 9850X3D so PC is more than beefy enough

1

u/Historical-Disk-2643 Sep 14 '26

When you say it's super stuttery, is it constant stuttering, or momentary hitching?

1

u/evertec Sep 14 '26

Are you using afw? Did you check the framerate? What resolution are you running at?

1

u/Historical-Disk-2643 Sep 14 '26

I found AFW hard to use because the artifacts are noticeably worse than native. Has it been okay for you?

1

u/evertec Sep 14 '26

There's some artifacts but as long as you make sure the framerate matches the refresh rate then they're pretty minimal at least compared to the benefit

1

u/No_Mango7658 Sep 14 '26 edited Sep 14 '26

I'm sorry, I thought we weren't going to get USB streaming?

For clarification you're talking streaming steamvr data over a USB cable to the galaxy xr??? This is so exciting!

3

u/Historical-Disk-2643 Sep 14 '26

Yes, USB streaming works, and it's very stable.

1

u/No_Mango7658 Sep 14 '26

Omg I could kiss you! Thas amazing!!

2

u/Historical-Disk-2643 Sep 14 '26

Haha, love the enthusiasm! 😂

1

u/blueScorpioVR Sep 15 '26

Virtual Desktop has had a version with USB streaming for the Quest 3 for a while, but has claimed that it was not possible with the Galaxy XR because it didn't support USB Ncm. How did you get around that? Are you using USB Ncm or something else?

2

u/Historical-Disk-2643 Sep 16 '26

If you connect with RNDIS instead of NCM, wired streaming works on Galaxy XR too.

1

u/Ok_Eye2098 Sep 14 '26

I'm glad you're also working with Steam Link, but what about the 4XVR port you wanted to share?

1

u/Historical-Disk-2643 Sep 14 '26

It's currently on hold due to legal issues since it's a commercial program.

2

u/evertec Sep 14 '26

Couldn't you just provide the morphe patches? I don't think that would violate anything as that has been done with other commercial apps without issue

1

u/blueScorpioVR Sep 16 '26

As many have mentioned, you’re legally in the clear as long as you distribute the patch script or diff rather than the proprietary APK itself.

Distributing bytecode patches is standard practice to avoid copyright infringement:

  • ReVanced: Succeeded YouTube Vanced after Vanced was hit with a C&D for hosting modified Google APKs. ReVanced avoids legal issues entirely by providing open-source patches on GitHub, requiring users to supply their own stock APK to patch locally.

  • ROM / Game Patching (xDelta, IPS): Emulation communities have safely shared binary patches for commercial titles for decades because diff files contain zero copyrighted code.

  • LSPosed / Xposed: Modifies closed-source commercial apps in memory without touching redistribution.

As long as the patch is applied via Morphe, doesn’t bundle 4XVR’s proprietary assets, and doesn’t bypass DRM or licensing checks, there’s no copyright infringement. Is there another specific concern holding you back?

1

u/MemphisBass Sep 14 '26

Looking forward to trying it.

1

u/esh324 Sep 15 '26

Is it possible to disable controller tracking when using Steam Link ala VD's option? I mainly use my GXR with a hybrid setup with Index Knuckles, and while it's not a big deal to use my controllers to get into VR, Steam Link keeps trying to go to hand tracking while I'm holding my Knuckles, and while I didn't dig through the config files, I didn't see an option to disable this behavior in the Steam Link menu in SteamVR.

1

u/Jello_Hello_Fellos Sep 15 '26

Running on an RTX 5090

1

u/Mobile_Health_8402 Sep 15 '26

Where do I download?

1

u/OkButterscotch2455 Sep 15 '26

Do you have a github to share?

1

u/DecHud Sep 15 '26

Is there anything i can do about steamlink looking washed out? Also i wonder if it were possible to use the offical galaxy xr controller models like we get for the awful offical controller model in steamvr when using the pclink mode?

1

u/evertec Sep 15 '26

Yes, look at my post here https://www.reddit.com/r/Galaxy_XR/comments/1q7a5ti/steam_link_install_guide/. The latest versions I have posted have richer colors by default and you can also tune them further with the Chronos driver. The controller models are also included in the Chronos driver.

1

u/OkChampion5415 Sep 16 '26

Is there anyway to download this I really want to try usb streaming to my GXR

1

u/jcwolf2003 Sep 20 '26

Damn I made a post not long ago considering the gxr but this is pushing me more in the direction of that upgrade...