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Releases: evilkermitreturns/UEVR

v3.0 — Clean Build

10 Mar 06:40

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v3.0 — Clean Build Pre-release
Pre-release

Clean Build — Full Feature Set

Complete rewrite of the release from a verified minimal codebase. All vestigial shared-memory-era code removed, dead code cleaned up, file naming standardized (UE3D_* prefix). Functionally identical to v2.2 but structurally clean.

What's Included

Core Stereo Rendering

  • Off-axis parallel projection with physical display calibration (IPD, screen height, viewing distance)
  • Full 3D right vector for eye separation
  • DX11 and DX12 depth buffer readback
  • UE5 crash guard for multi-view scene construction

Adaptive Depth (Auto-Flattening)

  • Real-time FOV tracking from engine camera
  • Zoom classification: Normal / ADS / Scope / Cutscene
  • Per-mode flattening curves with configurable strength, floors, and multipliers
  • Four presets: Comfort / Balanced / Preserve Depth / Minimal
  • Two-source aim detection with canary probe for stuck camera modifiers

HUD System

  • Per-eye overlay with stereo depth and size per gameplay mode
  • Optional canvas HUD hook for game-native UI depth (off by default)

Leia LookAround (autostereoscopic displays)

  • Per-eye Kooima generalized perspective projection
  • Motion parallax, Z-axis FOV modulation, Z stereo depth scaling
  • EMA smoothing with per-axis enable/invert controls

Infrastructure

  • Shared memory bridge to VRto3D (UE3D protocol v4.0)
  • Physical monitor size auto-detection (EDID + Leia factory dimensions)
  • All settings save/load per game automatically

What Changed from v2.2

  • ~200 lines of dead code removed (shared-memory depth sync era)
  • File renaming: VRto3DBridge → UE3D_Bridge, protocol → ue3d_protocol
  • Removed stale config fields and UI controls (vrto3d_auto_depth, aim alignment)
  • No functional changes — all features preserved

Install

  1. Replace UEVRBackend.dll and openvr_api.dll in your UEVR install
  2. Requires SteamVR + VRto3D driver (see VRto3D fork)
  3. For Leia displays: also install 3DGameBridge (see 3DGameBridge fork)

Note

The Outer Worlds 2 profile from v2.2 is not included — it needs rework to match the cleaned-up depth pipeline. Will be re-added once retested.

Docs

Monitor Mode v2.2 — Complete Window Model

07 Mar 20:33

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Complete Window Model for Leia LookAround

Implements Kooima-inspired generalized perspective projection — the standard math for tracked 3D displays (CAVE, fish-tank VR). This release combines all parallax effects into a unified system.

New in v2.2

Motion Parallax (M[3][0]/M[3][1])

  • Near objects shift fast, far objects barely move during lateral/vertical head movement
  • Strongest monocular depth cue — creates convincing window effect even for one eye
  • Pseudo-occlusion: near objects slide over far objects naturally
  • Motion Depth slider (0–3) controls strength

Z Stereo Depth Scaling (M[3][0], opposite per eye)

  • Leaning forward boosts stereo pop for close objects
  • Combined with FOV modulation so overall 3D gets stronger, not weaker
  • Separate Invert Z Stereo toggle (independent from FOV inversion)

Z FOV Modulation (M[0][0]/M[1][1])

  • Leaning forward = wider FOV (like looking through a window from closer)
  • Provides baseline "more 3D" feeling that masks far-object stereo reduction
  • Z Depth slider controls both FOV + stereo scaling together

Per-Eye Kooima Projection (from v2.1)

  • Each eye gets its own off-axis frustum shift from tracked position
  • Naturally captures head rotation (left and right eyes trace different arcs)
  • Per-eye calibration references eliminate static IPD bias

The Outer Worlds 2 — Game Profile

Tested and working profile included. Two files to install:

UEVR Profile (TheOuterWorlds2-Win64-Shipping.zip)

  • Extract to %AppData%\UnrealVRMod\Profiles\

Engine.ini — Fixes stereo rendering issues:

  • Virtual shadow stereo fix (renders per-eye)
  • Lumen black void fix (disables broken screen-space traces)
  • Light culling fix (prevents lights disappearing)
  • Subsurface scattering fix (removes glowing skin)
  • Water reflection fix (removes glowing ocean)
  • Copy to %LocalAppData%\Arkansas\Saved\Config\Windows\Engine.ini

All Effects Summary

Effect Matrix Per-eye? What it does
Off-axis shift M[2][0]/M[2][1] Yes Uniform parallax from head position
Motion parallax M[3][0]/M[3][1] No (center) Depth-dependent: near shifts more
Z stereo M[3][0] Yes (opposite) Depth-dependent stereo boost
Z FOV M[0][0]/M[1][1] No Distance-dependent FOV scaling

Install

  1. Replace UEVRBackend.dll and openvr_api.dll in your UEVR install
  2. Requires SteamVR + VRto3D driver + 3DGameBridge (for Leia displays)
  3. LookAround controls in Monitor 3D → LookAround section

v2.0 - Leia LookAround

07 Mar 08:14

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Pre-release

What's New in v2.0

  • Leia LookAround eye tracking (projection matrix parallax via [2][0]/[2][1])
  • Physics-based off-axis projection using actual display dimensions
  • Z depth parallax via M[3][0] (depth-dependent stereo scaling)
  • Per-axis invert toggles (X/Y/Z independent)
  • Per-axis X/Y/Z controls, sensitivity, smoothing
  • Z Depth Strength slider
  • Dynamic calibration (first tracked frame = zero reference)
  • UE3D protocol v4.0 sync (shared memory name: UE3D_SharedData)

Known Issues

  • Enabling LookAround at the game start menu may cause cropping. Enable after loading into the game.

Requirements

  • VRto3D (monitor mode fork) + SteamVR
  • 3DGameBridge ReShade addon (monitor mode fork)
  • Leia display + SR Runtime

UEVR Monitor Mode v1.2 (pre-release)

02 Mar 06:55

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Pre-release

UE3D Monitor Mode - Convergence Fix

What's New
Fixed 3D depth/convergence — Corrected the convergence shift formula. Stereo separation should now look natural and properly scaled across all games. Previously the shift was accumulating on top of SteamVR's IPD asymmetry and being multiplied by world scale, causing incorrect depth at screen edges.
Previous (included since last release)
Synced Sequential and AFR monitor mode support
Ghosting fix wiring
Games Tested
E33 — Working
The Outer Worlds 2 — Working
Revenge of the Savage Planet — Playable in SS. Compass HUD straddles the eye boundary

UEVR Monitor Mode v1.1 (pre-release)

01 Mar 04:35

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Pre-release

UE3D Monitor Mode — All Rendering Methods
Stereo 3D on 3D monitors for Unreal Engine games. Works with VRto3D (monitor mode fork).

What's New
All three UEVR rendering methods now work in monitor mode:

Native Stereo — best quality, both eyes render per frame
Synced Sequential — fallback for games with shader issues in native stereo
AFR (Alternating Frame Rendering) — last resort, one eye per frame
Ghosting fix wired — reduces TAA temporal ghosting/doubling when alternating eyes.

Features
Auto depth adjustment — flattens 3D during ADS, scopes, and cutscenes so it doesn't look cross-eyed
Game state detection — aim, scope, and cutscene classification with per-mode depth controls
Stereo calibration — enter monitor size and viewing distance, it calculates the rest
Per-mode HUD depth and size — separate sliders for Normal, ADS, Scope, and Cutscene
VRto3D shared memory bridge — depth changes sync to VRto3D in real time
Stuck camera modifier cleanup — detects and removes orphaned camera modifiers after cinematics
Auto FOV tracking — re-detects FOV after menu changes
Depth presets — Comfort, Balanced, Preserve Depth, Minimal, or Custom
"Monitor 3D" sidebar tab — own UI, separate from VR settings

UEVR Monitor Mode v1.0 (pre-release)

01 Mar 00:02

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Pre-release

UEVR backend with monitor mode. Adds parallel projection, dynamic depth adjustment, and game state detection for stereo 3D on 3D monitors.

Requires the VRto3D monitor mode fork: https://github.com/evilkermitreturns/VRto3D

How to install:

  1. Make a backup of your existing UEVR folder before testing
  2. Replace UEVRBackend.dll in your UEVR install with the one from this zip

What it does:

  • Auto flattens depth during ADS/scope/cutscene so stuff doesnt look cross eyed
  • Reads FOV from the engine to detect zoom and classify game state
  • Per mode depth and HUD controls
  • Shared memory bridge to sync depth changes with VRto3D
  • Cleans up stuck camera modifiers after cinematics
  • Auto calibration from monitor size and viewing distance
  • All controls in a Monitor 3D tab in the UEVR menu

v2.1 - Kooima Projection

07 Mar 19:27

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Pre-release

What's New in v2.1

Upgraded LookAround eye tracking to Kooima generalized perspective projection — the standard model used in CAVE systems and fish-tank VR.

Changes

  • Per-eye parallax: Each eye gets its own off-axis frustum shift based on its tracked position. Naturally captures head rotation (left and right eyes trace different arcs when turning)
  • Z FOV modulation: M[0][0]/M[1][1] scale with viewing distance. Lean forward = wider FOV (like peering closer through a window). Lean back = narrower. Controlled by Z axis checkbox + Z FOV slider
  • Removed M[3][0] depth trick: The previous depth-dependent stereo scaling had counterintuitive behavior (leaning forward reduced 3D for most of the scene). Physical angular disparity already increases when leaning closer — no code needed
  • Per-eye calibration: Each eye has its own zero reference, eliminating static IPD bias at startup
  • UI: Z Depth slider renamed to Z FOV (controls FOV modulation sensitivity)

Kooima Model

The complete tracked-display projection uses 4 matrix elements from eye position:

  • M[0][0] = ez / half_w — FOV scales with distance (NEW)
  • M[1][1] = ez / half_h — FOV scales with distance (NEW)
  • M[2][0] = -ex / half_w — horizontal off-axis shift (v2.0)
  • M[2][1] = -ey / half_h — vertical off-axis shift (v2.0)

Requirements

  • VRto3D (monitor mode fork) + SteamVR
  • 3DGameBridge ReShade addon (monitor mode fork)
  • Leia display + SR Runtime

Known Issues

  • Enabling LookAround at the game start menu may cause cropping. Enable after loading into the game.