Free .x (DirectX) Viewer Online — Open Legacy Game Assets
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Last updated Mar 2026
More tools for X (DirectX)
When to Use X (DirectX) Viewer
Recovering Old Game Project Assets
Dug up a game project from 2005-2010 that used DirectX 9? The .x models from your old source tree won't open in any modern tool directly. Preview them here to decide which assets are worth converting to OBJ or GLB for reuse in Unity or Unreal Engine 5.
XNA Game Studio Model Preview
Microsoft's XNA Framework (2006-2013) used .x as its default content pipeline format before switching to FBX. If you have XNA projects or followed XNA tutorials (RB Whitaker, Riemer's), your model files are likely .x format. Preview them here before converting for modern engines.
DirectX Tutorial Sample Models
Classic DirectX programming books (Frank Luna's "Introduction to 3D Game Programming with DirectX", Wendy Jones's "Beginning DirectX") include .x sample models. View these samples in your browser without setting up the legacy DirectX SDK or Visual Studio 2008.
Game Modding: Extracting Legacy Assets
Some older PC games store models as .x files in their data directories. Modding communities for these games need to preview and convert these assets. Check the model before running it through a conversion pipeline to OBJ or FBX.
Archive Migration Assessment
Studios and educational institutions sometimes have archives of .x files from old projects and courses. Preview files to assess which are worth migrating to modern formats and which can be archived as-is.
What You Should Know
The .x Format: Template-Based 3D Data
Unlike most 3D formats that have fixed structures, .x uses a template system: the file header declares data templates (Mesh, MeshNormals, MeshMaterialList, AnimationSet, etc.) and then instantiates them with data. This made the format extensible — developers could define custom templates for game-specific data. Templates can be text (human-readable) or binary (compact). The format identifier is "xof" followed by version (usually 0303), type ("txt" or "bin"), and float size (0032 or 0064).
What .x Files Can Store
Geometry (indexed triangle meshes), per-vertex normals, texture coordinates, material definitions (diffuse, specular, emissive, power), texture filename references, bone hierarchy and skinning weights, keyframe animations, and a frame (transform) hierarchy for scene graph. The animation system supports matrix and quaternion keyframes. However, .x has no PBR material support, no vertex colors (without custom templates), and limited metadata.
Why .x Was Deprecated
Microsoft deprecated the D3DX utility library (which included .x file loading) with DirectX 10 in 2006, though it remained available via the legacy SDK until 2012. The reasons: .x had no standardization body (only Microsoft controlled it), FBX offered better animation support and wider tool adoption, and the rise of glTF/GLB provided a vendor-neutral web-ready alternative. DirectX 11 and 12 do not include any .x file support.
How This Viewer Works
The .x file is parsed and converted to GLB format entirely in your browser using our WebAssembly conversion engine. Geometry, materials, and texture references are mapped to glTF equivalents. The resulting GLB is then rendered with WebGL. This two-step process means you get the same rendering quality as native GLB files.