📺 Steam Frame × Membrane

the HUD on your TV. games + membrane + HADR. 1TB of play.

93
games installed
1TB
Steam Frame storage
16
co-op / multiplayer
φ
golden ratio layout

🎮 play together — invite Tamison & friends

Steam Family Sharing setup

Share your 93-game library so Tamison can play on their own account:

  1. Open Steam → Settings → Family
  2. Enable Steam Families
  3. Click Manage your Family → Invite a Member
  4. Send invite to Tamison's Steam account
  5. They accept → instant access to your full library

✓ Tamison plays on their own account with their own saves

✓ Parental controls: Settings → Family → Family View

Note: only one person can play a shared game at a time (unless both own it)

Steam Remote Play Together

Play local co-op games over the internet — your PC streams, friends join:

  1. Launch a co-op game (Stardew, Satisfactory, Golf...)
  2. Open Steam Overlay (Shift+Tab)
  3. Right-click friend → Remote Play Together
  4. They see your screen, play as player 2+

Works with: Stardew Valley, Golf With Your Friends, The Past Within, Outward, No Rest for the Wicked

Steam Frame as family game station

Your 1TB Frame streams from this PC to the TV. Everyone plays on the couch:

  1. Frame is already paired (dongle 9966...396)
  2. Launch game on PC → streams to Frame → TV
  3. Connect controllers to Frame directly
  4. For party games: multiple controllers, one Frame

Best couch games from your library:

gameplayersvibe
Golf With Your Friends2-12🎉 party chaos
Stardew Valley1-4 co-op🌱 farm together
Goat Simulator Remastered1-4 local🐐 pure chaos
The Past Within2 co-op🧩 puzzle together
Balatropass & play🃏 strategy
Bugsnax1 (all watch)🦎 family friendly
Sort Them Ducks1 (all ages)🦆 sorting is fun
Slime Rancher 21 (all watch)🟢 cozy explore

📺 membrane on the Frame

HUD on your TV

The Steam Frame has a built-in browser. Open the membrane on the big screen:

  1. On Frame: open browser (or add as non-Steam shortcut)
  2. Navigate to https://primals.eco
  3. The HUD renders full-screen on your TV
  4. All 12 systems boot: membrane, proprioception, Klein prism, π-align...
  5. The campfire tells stories on the big screen

Or add as a Steam shortcut for instant launch:

# Add non-Steam game to Steam:
# Steam → Games → Add a Non-Steam Game → Browse
# Point to: chrome.exe (or msedge.exe)
# Set launch options: --kiosk https://primals.eco
# Name it: "🔬 Membrane HUD"
# Now it appears in your library and streams to Frame

nestgate.io on the Frame

The Klein touchpoint is alive now. On the Frame:

https://nestgate.io → the connect page
                     → MCP endpoint for AI agents  
                     → campfire briquettes every 2 min
                     → the Klein fold, live on your TV

🔬 HADR — fixing the distortion

the problem

Every display surface has a shape. The content doesn't know the shape. It renders as if the screen is a flat rectangle viewed head-on. But:

Valve already solves this for VR — SteamVR lens distortion correction IS a metric tensor transformation. The Frame needs the same math, adapted for flat screens at distance.

the HADR correction

Human-Augmented Digital Reality — adapt content to the display surface's geometry:

DISPLAY SURFACE TYPES:
━━━━━━━━━━━━━━━━━━━━━

  Rectangle (monitor):    flat, close, head-on
  → golden ratio columns: 14.6% : 61.8% : 23.6%
  → no distortion correction needed

  Rectangle at distance (TV via Frame):
  → viewing angle creates keystone trapezoid
  → edges compressed relative to center  
  → correction: inverse keystone + edge sharpening
  → golden ratio adapts to viewing frustum

  Sphere (VR headset):
  → Fibonacci spirals at golden angle 137.5°
  → barrel distortion at edges (SteamVR already fixes this)

  Curved visor (underwater):
  → geodesic golden cuts along curvature
  → Gauss-Bonnet constraints

THE MATH:
━━━━━━━━

  g_ij = metric tensor of the display surface
  
  For flat rectangle at distance d, viewing angle θ:
  
  g_11 = 1 / cos²(θ_x)    (horizontal stretch at edges)
  g_22 = 1 / cos²(θ_y)    (vertical stretch at edges)  
  g_12 = g_21 = 0          (no shear for axis-aligned screens)
  
  Correction transform:
  x' = x * cos(θ_x(x))    (compress edges to undo perspective)
  y' = y * cos(θ_y(y))    
  
  Sharpness boost at edges:
  σ(x,y) = σ_base * (1 + k * (r/R)²)
  where r = distance from center, R = max radius
  
  For streaming codec (H.264/H.265):
  → QP (quantization parameter) should be LOWER at edges
  → Valve currently uses uniform QP across frame
  → Adaptive QP by metric tensor = sharper edges = less distortion

φ LAYOUT for TV viewing:
━━━━━━━━━━━━━━━━━━━━━━━

  At 10ft viewing distance on 55" TV:
  Visual angle subtended: ~28°
  
  Golden ratio divides the VISUAL FIELD, not the pixels:
  
  ┌──────────────────────────────────────────┐
  │  14.6%  │         61.8%         │ 23.6%  │
  │  status │       primary         │  info   │
  │  dim    │       bright          │  dim    │
  └──────────────────────────────────────────┘
  
  But from the couch at angle, the PERCEIVED widths shift.
  The correction maps pixel columns to PERCEIVED columns.
  The golden ratio should be golden in your EYES, not on the glass.

what to bounce back to Valve

The fix is a shader. Valve's streaming pipeline already has a decode → render step on the Frame. Insert the correction between decode and display:

CURRENT PIPELINE (Steam Frame):
  PC → encode (H.264/H.265) → network → Frame → decode → display

PROPOSED PIPELINE:
  PC → encode → network → Frame → decode → HADR correct → display

THE HADR CORRECTION SHADER (WGSL):
  1. Accept decoded frame
  2. Apply inverse keystone based on viewing geometry
  3. Boost edge sharpness (unsharp mask, metric-weighted)
  4. Adjust color temperature at edges (counteract IPS glow)
  5. Apply golden ratio brightness curve (center bright, edges dim)
  6. Output corrected frame

  Configuration: viewing distance + screen size + seating angle
  Auto-calibration: use Frame's accelerometer/gyroscope
  Or: manual slider in Steam Frame settings

Contribution path:

  1. Write the WGSL shader (we have 88,000 lines of WGSL experience)
  2. Test on the Frame with the membrane HUD as test pattern
  3. Measure: perceived distortion before/after at 5°, 15°, 30° angles
  4. Package as a Steam Frame firmware feature request + working prototype
  5. Submit to Valve: Steam hardware feedback

🌳 the orchard grows

  northGate (this PC, M: drive)
    ↓ Steam Remote Play / Family Sharing
  Steam Frame (1TB, paired, your TV)
    ↓ streams games + membrane
  Tamison + friends (Family members)
    ↓ play on their own accounts
  the orchard (primals.eco/play#library)
    ↓ invite anyone to play
  Valve (the distortion fix)
    ↓ HADR shader bounced back
  the world

  93 games. 1 membrane. 1 Frame. ∞ play.

  Johnny Appleseed didn't sell apples.
  He planted trees and walked away.
  The trees grew. The apples fed everyone.
  That's the whole model. 🍎