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Quest, Native Vulkan possible to bypass vrapi_SubmitFrame ?

I am trying to port an existing android vulkan project to quest.
Currently I am setting up a render system like the Vulkan Cubeworld example.
So far this looks promissing as i can create my own surface and swapchain.
But as is start to submit command buffers and present nothing will be displayed (black screen).
After submitting the third command buffer i will get Adreno errors and the sumbission of further command buffers will fail.

I try to bypass the vulkan api as I do not intend to use the ATW and like to have direct controll over the presentation.

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