You own the headset. You own the games. NexVR Engine hooks the graphics pipeline while a game runs, rebuilds every frame as a stereo pair, and hands it straight to your OpenXR runtime.
What happens per frame
The game never knows it is being watched. NexVR detours the swapchain, finds the camera on its own, and rebuilds the frame in stereo before the game's own present call ever returns.
A MinHook detour lands on the swapchain's present call. One hook manager owns the whole lifecycle, so nothing is left behind on exit.
The lifecycle manager validates the epoch and pulls the live backbuffer — the exact surface the game was about to show your monitor.
Candidate matrices are collected from constant buffers and scored until the real view and projection lock in. No per-game patching, no hex editing.
The depth buffer is identified the same way. Depth is what turns a flat image into geometry your eyes can actually converge on.
Compute shaders reproject the frame into a left and a right eye, then fill the disocclusions that reprojection opens up along every edge.
Both eyes go to your runtime — SteamVR, Meta Quest Link, WMR. Depth ships alongside them so spacewarp can hold your framerate.
Shipped profiles
Every game hands its matrices over differently. A profile records what that game does — depth direction, matrix order, colour space — so NexVR gets it right on the first launch instead of the fifth. These ship in the box.
Profiles are plain JSON in profiles/. Adding a game takes about
three minutes and no C++. Game names are used only to identify compatibility;
all trademarks belong to their respective owners, who are not affiliated with
this project.
Inside the engine
Wrappers that target Unreal only work on Unreal games. NexVR hooks at the DirectX and Vulkan layer instead, so the engine underneath stops mattering.
Dedicated shaders watch for the motion that causes sickness and vignette the periphery before it reaches you.
Adaptive interpolation fills in for the frames a heavy scene cannot deliver, so the headset stays at rate even when the GPU does not.
The launcher reads your local Steam libraries, matches what it finds against known profiles, and lists what it can run.
Reads the active OpenXR runtime from the registry — Quest Link, SteamVR, WMR — instead of asking you which one you use.
Hook state, matrix locks and submission errors stream into the launcher as they happen. When something fails you can see the stage it failed at.
Injecting into a multiplayer game protected by Easy Anti-Cheat, BattlEye or Vanguard can get your account permanently banned. NexVR detects those systems and refuses to inject — there is no override switch and no flag to turn it off. Use it on single-player and unprotected titles.
It also will not attempt to defeat kernel-level anti-cheat, and it never will. That is a line the project does not cross.
Get it
Windows installer. Ships with the launcher, the injector and all six game profiles.
Your game not on the list?
Leave an address and you get one message when new profiles land — nothing else.
Requirements
Known headsets