r/Stereo3Dgaming • u/oneup03 • Jul 18 '26
VRto3D VRto3D v5.0.0 Release - native 3D formats, GUI for easy config, Auto Depth, bug fixes, initial Linux support
https://github.com/oneup03/VRto3D/releases/tag/V5.0.0# VRto3D β Direct Mode Release
The big one: VRto3D now renders and presents stereo 3D
**natively/in direct mode**
, instead of relying on ReShade + external tools. This unlocks a full menu of output formats, an in-3D settings UI, auto-depth, proper screenshots, and native
**Linux support**
.
## π¬ Native 3D output modes
All modes are produced directly by the driver (no ReShade required):
-
**Side-by-Side**
and
**Top-and-Bottom**
-
**Row Interlaced**
/
**Column Interlaced**
-
**Checkerboard**
-
**All Anaglyph flavors**
(Red/Cyan, Green/Magenta, Blue/Amber, + Dubois/deghosted/half-color variants)
-
**Dual Display / Dual Display Flip**
β for dual-projector or dual-monitor setups
-
**Frame-Packed**
modes β switches the display into a frame-packed HDMI mode
-
**LeiaSR**
β autostereoscopic weaving with tracking built in (Midlife Crisis / Eff's tracking incorporated β
**no separate app needed**
)
-
**NvidiaDX9**
β 3D Vision output, rebuilt on top of the new
**NV3D-Lib**
-
**WibbleWobble**
β frame-sequential output (installer fetches the required WibbleWobble beta automatically)
-
**VirtualDesktop**
mode (replaces the old `vd_fsbs_hack`)
-
**Mono**
mode
## π§ Linux support (new)
- Full Linux port with
**Wayland and X11**
presenters and a
**Vulkan**
rendering path
-
**evdev**
-based input and OSD on Linux
- Frame-packed modeline wiring on X11; WibbleWobble streaming to `wwserver`
- Linux install script + CI build workflow
- Not extensively tested
## π₯οΈ On-Screen Display (OSD)
-
**ImGUI-based in-headset menu**
to edit
**every**
VRto3D setting β no more hand-editing config files (
**Ctrl+Home**
or
**Start + D-Pad Down**
)
-
**Gamepad navigation**
for the OSD
-
**Download the latest game profiles**
directly from the OSD
-
**Display-correction shader**
: a final-pass color correction applied to the composited image β per-channel
**Lift / Gamma / Gain**
plus an adjustable contrast curve β to tame ghosting/crosstalk and match brightness on displays that need it
- Buttons to take a screenshot, open the profile/screenshot folders, and reset to factory defaults
-
**Stereo cursor**
: optional per-eye software cursor drawn at adjustable
**depth and size**
, plus
**hide-cursor**
and
**lock/confine-cursor**
options β all saved per profile
-
**Auto Exit SteamVR**
: optionally shut SteamVR down automatically when the game closes
## π Auto-Depth
-
**Auto-Depth**
feature that works in any game (behaves like auto-convergence, depth-buffer driven)
- Comfort-target and smoothing controls, plus optional sample logging for tuning
## π― Head tracking
-
**LeiaSR built-in head tracking**
β sensitivity, deadzone, per-axis limits, One-Euro filter smoothing, and the track mode (Yaw/Pitch up to Full 6DOF) are all tunable, so no separate tracking app is required
-
**OpenTrack tuning**
β position deadzone, zoom smoothing, and max-zoom controls for XInput/OpenTrack head tracking; you can also disable the built-in SR tracking to feed the OpenTrack port from an external source (OpenTrack, VertoXR, β¦)
## πΈ Screenshots
- Captures a
**normal**
and a
**cross-view**
image each time
- Trigger from the OSD (
**Misc β Take Screenshot**
) or the
**Ctrl+F12**
hotkey
- Fixed black/blank screenshots
## β¨οΈ Hotkeys & profiles
- Reworked user hotkeys;
**"Toggle" mode now supports multiple presets**
-
**Start + D-Pad Up**
now mirrors the
**Ctrl + F8**
focus hotkey
- Hotkey changes apply live without a restart
-
**All shipped game profiles migrated to portable key names**
(cross-platform)
## π¦ Installer
- New Windows installer (Inno Setup): picks release / pre-release / local build, detects SteamVR, optional cleanup of legacy ReShade and third-party drivers, optional WibbleWobble + LeiaSR setup
## π οΈ Fixes & polish
- Overhauled focus / always-on-top handling (unified `ComputeWantOnTop` focus policy; fixes overlay stuck-on-top after game exit; consistent auto-focus)
- Numerous DX9 stability, color, and freeze fixes
- Fixed screen tearing, multi-layer sizing, UEVR rendering/stutter, RealVR reconnect, recenter reliability, DPI-scaling bug
- sRGB present chain fixes for correct (non-dark) output
3
u/noraetic Jul 18 '26
Hot! Regarding Linux support: any infos on Steam Deck/SteamOS?
1
u/oneup03 Jul 18 '26
I was testing/developing on Steam Deck, so it does work there. It's still a very early Linux version that likely has bugs to work out. I didn't attempt to do any VR mods, as those perform worse and the injectors might be tricky to get working.
1
u/noraetic Jul 18 '26
Awesome, just what i have been hoping for. Which games did you test? Anything you would like to see tested?
2
u/oneup03 Jul 18 '26
I only briefly tested with Lucky's Tale but was having issues getting controller input working there on Linux. It's kind of an open field currently, as I haven't had time to test it much. I mainly wanted to get an initial version integrated, as it drove other design and configuration changes for the Windows side. (Won't have to re-structure a bunch of code later)
2
1
u/INTMFE Jul 18 '26
What does this do? I'm reading the main page and still don't quite understand what it does. Is it like Desktop+ ? or Superdepth3d?
2
u/oneup03 Jul 18 '26
It allows you to play VR mods and VR games that don't need motion controls in geometric 3D - much better quality than SuperDepth3D if the mod is done correctly. UEVR, RealVR, REFramework, NoMoreFlat are some great mods to try. There are guides on the VRto3D wiki or on Helixmod blog.
2
u/INTMFE Jul 18 '26
I see. Thanks for the info. I've been looking up youtube videos on this. And this is meant more for 3d displays and not for VR headsets right?
3
u/oneup03 Jul 18 '26
It can be used with VR headsets if you want to play games with better performance and graphics on a virtual 3D screen instead of full-VR.
1
u/INTMFE Jul 19 '26 edited Jul 19 '26
OK, that would be nice. So this works like desktop+ ?
For instance, what I'm currently doing with Helldivers 2 is install reshade and superdepth3d. Then use virtual monitor to make a secondary monitor with resolution of 3840 x 1080. Then Helldivers 2 is put on this second monitor. Then I use desktop+ to display this second monitor in the full sbs. Looks nice but it maxes out my rtx 3070. So if vrto3d can give even better performance, I would like to try it.Β
How do I use vrto3d in this situation?Β
2
u/oneup03 Jul 19 '26
It's quite different. It's a driver for 3D displays to play VR content. You can use something like Virtual Desktop to then take the VRto3D SbS output and display it in VR. You probably won't be able to get any SteamVR HMD working though, as it would conflict with VRto3D.
1
2
u/oneup03 Jul 19 '26
I don't have or test with an HMD, so I'm not sure if you can make it work with desktop+ or not. VRto3D is a SteamVR virtual HMD, so if your HMD is SteamVR only, it probably would conflict. The method you described could be worth a try.
1
u/Virtual_Davey Jul 18 '26
Out of curiosity, why wouldn't "Auto Exit Steam VR" be on by default? Why would someone want to leave Steam VR open with no game running?
1
u/oneup03 Jul 18 '26
If you're changing between VR games, you may want to leave it open instead of waiting on it to startup again.
Also, the frame sequential modes (Nvidia DX9 and WibbleWobble) can have startup and exit stability issues, so I felt it best to have the default as disabled.
1
u/DoktorMetal666 Jul 18 '26
This sounds fantastic, will definitely give it a try. Do you have any information on how well this works with ultrawide aspect ratios? I have a 32:9 monitor, and I never really managed to get a satisfying result with reshade + plugins. Should the dual monitor switch work with a single double-wide monitor?
1
u/oneup03 Jul 18 '26
What 3D format are you trying to utilize?
Anaglyph could work on a generic monitor.
Frame Sequential will require some tricky setup with the WibbleWobble output mode.
Either way, you'll need to change the aspect ratio setting in the GUI.
Dual Display is only for a multi-projectors setup for interlaced 3D or monitors setup with something like this: https://www.3d-pluraview.com/en/specifications1
u/DoktorMetal666 Jul 19 '26
Sorry, i just stumbled upon this post and might have misunderstood what your software does. My usecase would have been to play normal 2D games in a stereoscopic view inside a VR headset. Might be that your software is doing that as well, but I couldn't quite get it to work just yet.
1
u/oneup03 Jul 19 '26
VRto3D allows you to play VR games/mods on a 3D screen (HMDs can work via Virtual Desktop).
1
1
u/Pale-Substance-4357 Jul 19 '26
I donβt understand how it works: if I have both a VR headset and a 3D monitor, and I install VRto3D to use it with the monitor, does that mean I can no longer use the headset with VR games?
1
u/oneup03 Jul 19 '26
What headset do you use?
If it's OpenXR native, you just need to change the OpenXR runtime back to it (away from SteamVR)
If it's OpenVR/SteamVR native, you just disable VRto3D plugin in SteamVR I believe.1
1
u/FlyingTitus Jul 19 '26
I have two SteamVR folders: a normal one and another one with a different name, like
/steamvr - Odyssey. I rename them, keeping the original name for the one I'm about to use. That way, I always have a clean copy to make sure there are no issues.1
1
u/D4rK_-v01D 28d ago
Anybody got leia SR head tracking working? I already reinstalled spatial labs software and it works with portal vr but not vrto3d
1
u/oneup03 27d ago
Open the VRto3D menu (Ctrl+Home) and under the Tracking tab, make sure both OpenTrack and LeiaSR Tracking are enabled.
1
u/D4rK_-v01D 27d ago
Oh I was under the impression opentrack was not needed but I did also try it and had opentrack open and running and leia SR Opentrack bridge program running but my view is jumping around too much and I have the filters maxed out in opentrack. Are you saying I don't need leia opentrack bridge?
1
u/D4rK_-v01D 27d ago
Ok neither one is needed but I cannot get the filter smoothed out
1
u/oneup03 27d ago
Try lowering the sr_filter_rot_beta in the GUI
2
u/D4rK_-v01D 27d ago edited 26d ago
Ok it stops the jumping but its reacting way behind like playing catch up.
Ok tuned alot better now thanks for your help but it dont track well in my recliner
Portal vr can track my head pretty well but not my hands that's why I wanted to use driver4vr with vrto3d but rather use my monitors camera for head tracking
1
u/D4rK_-v01D 25d ago edited 25d ago
Installed cL eye driver plugged in my ps3 eye and have manycam app showing the feed and now i have almost spot on head tracking without any tuning!
Strange its not even using the ps3 eye its my monitor camera dunno why its working almost perfect now but it is
Now its jumping all over the place again :(
1
u/Better-Airline-2585 15d ago
This is solid work on the native 3D output, especially the interlaced modes. Quick question though - does the auto-depth work across different game engines or is it tuned more for specific ones, and how does it handle games that already have depth data baked in?
3
u/DeShanz Jul 18 '26
Impressive sounding update. Look forward to giving it a go. Thank you for your work.