OpenXR · DX11 · DX12 · Vulkan

FLAT GAME IN. REAL VR OUT.

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.

3Graphics APIs
6Shipped profiles
11.1msFrame budget

What happens per frame

Six stages, one 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.

  1. Present() hooked

    A MinHook detour lands on the swapchain's present call. One hook manager owns the whole lifecycle, so nothing is left behind on exit.

  2. Backbuffer acquired

    The lifecycle manager validates the epoch and pulls the live backbuffer — the exact surface the game was about to show your monitor.

  3. View matrix locked

    Candidate matrices are collected from constant buffers and scored until the real view and projection lock in. No per-game patching, no hex editing.

  4. Depth reconstructed

    The depth buffer is identified the same way. Depth is what turns a flat image into geometry your eyes can actually converge on.

  5. Stereo pair warped

    Compute shaders reproject the frame into a left and a right eye, then fill the disocclusions that reprojection opens up along every edge.

  6. Submitted to OpenXR

    Both eyes go to your runtime — SteamVR, Meta Quest Link, WMR. Depth ships alongside them so spacewarp can hold your framerate.

Shipped profiles

Tuned, not guessed.

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

Built for the whole library.

API-level hook

Not locked to one 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.

Comfort guard

Keeps your stomach out of it

Dedicated shaders watch for the motion that causes sickness and vignette the periphery before it reaches you.

Spacewarp

Frames that hold up

Adaptive interpolation fills in for the frames a heavy scene cannot deliver, so the headset stays at rate even when the GPU does not.

Steam scan

Finds your library itself

The launcher reads your local Steam libraries, matches what it finds against known profiles, and lists what it can run.

Runtime detect

Knows your headset

Reads the active OpenXR runtime from the registry — Quest Link, SteamVR, WMR — instead of asking you which one you use.

Live logs

Shows its work

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.

!

Single-player only. This is enforced, not advised.

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

Install it. Pick a game. Put the headset on.

NexVR Engine v0.1.3

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

  • Windows 10 or 11, 64-bit
  • A headset with an OpenXR runtime — Quest Link, SteamVR or WMR
  • A game running DirectX 11, DirectX 12 or Vulkan
  • Steam, for library auto-detection

Known headsets

  • Meta Quest 3 — Link or Virtual Desktop
  • Valve Index — SteamVR
  • Bigscreen Beyond — SteamVR
  • Anything else exposing an OpenXR runtime