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wiz3D 0.4.2 Trine 4, 5, Tomb Raider UnderWorld and Legend fixes.

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@effcol effcol released this 25 Oct 23:57
Trine5-Stereo 638569901-eebd12a7-25f7-4977-b128-6e759c43c874(1)

DirectX 11 Stereo-Injector

  • Trine 4 & Trine 5 working with profiles added
  • ShaderHunter hotkey changes: in-game shader navigation and capture. Numpad 0 enter / exit, Numpad 1 / 2 cycle VSes and PSes, Numpad 3 capture, Ctrl+F5 hot-reload BaseProfile.xml. OSD slot + hotkey legend entry.
  • ShaderPatch shorthand changed: first primitive <ShaderPatch Stage="VS|PS">``<SkipStereo/>``</ShaderPatch> (thanks @AkshayUHegde). CRC-keyed declarative stereo-skip without full <Mono> block overhead.
  • Inline CDATA was explored and then removed before cut — see General Improvements → bo3b review feedback.
  • BindEye batching restored.
  • DX11 now defaults to real fullscreen, and windowed emulation is logged when forced.

DirectX 9 Stereo-Injector

  • Flat-image regression fixed #38 , FINAL_RELEASE restored to its own config props and zlog file-logging decoupled, so DX9 stereo rendering survives in the shipped artifact.
  • ShaderHunter added full parity with the DX11 implementation. Numpad navigation, capture, runtime BaseProfile.xml reload (Ctrl+F5), OSD slot + hotkey legend.
  • Legacy iZ3D intro Wizard disabled at startup (ShowWizardAtStartup=0 by default)
  • Modernised the DX9 OSD.
  • Always-on D9Log for CDirect3D9::CreateDevice first-call.
  • Tomb Raider Underworld fixed: shadow doubling fixed via on three shadow-caster VSes (0x194F59B7 static geometry, 0xAFE233AD + 0xDCAC1E7D character casters); 130% separation preset.
  • Tomb Raider Legend fixed: on sprite VS 0x1CD594CF; 130% separation preset.
  • Tomb Raider Anniversary fixed: 130% separation preset.

DirectX 8 Stereo-Injector

  • DumpVS / DumpPS parity with DX9+ for shader diagnostics.

General Improvements

  • Numpad hotkey convention adopted for ShaderHunter (requested by @masterotaku and reinforced by @bo3b review).
  • Unified OutputMode config format across every wrapper (DX7/8/9/10-11/OpenGL)/
  • Logs reorganised under wiz3D_Logs/ with wiz3D_Shaders/{Dump,Hunter} substructure for every wrapper; WIZ3D_FORCE_DUMP dev switch surfaced.
  • DisableFullscreenModeEmulation=1 is now the default.
  • v0.4.1 HLSL path was removed, user authoring surface stays declarative.
  • BaseProfile.xml iZ3D-era header replaced with anTA.
  • Profile entries without a continue to apply to any command line.

wiz3D 0.4.1 Nier Automata added & Shader Patching support

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@effcol effcol released this 22 Oct 00:09
NieR_Automata_10_21_2026_12_37_22_PM l76iAZmOiK

DirectX 11 Stereo-Injector

  • NieR:Automata HUD, map and motion fixes shipped in-profile #37
  • ShaderHunter & shader Fixes added! Interactive in-game shader finder and exporter.
    • Ctrl+F2 enters, F2/Shift+F2 cycle through drawn shaders
    • F3 captures a report with disassembly + matrix hints + a ready-to-paste skeleton.
    • Save-toast in the bottom-right names the file that landed in wiz3D_Logs\<Game>\Shaders\Hunter.
  • Inline ShaderOverride with CDATA — drop HLSL into BaseProfile.xml and wiz3D compiles it at startup and swaps the game's bytecode. Supports the HelixMod / 3DMigoto t125 stereo-params convention so ported fixes work with minimal rework.
  • shorthand — one-line way to mono-force a problem shader, pastable straight out of a Hunter capture.
  • AutoFocus added (parity with DX9), Numpad / to toggle.
  • LaserSight added (parity with DX9), Ctrl+Numpad / to toggle.
  • OSD avoids BlackAreaWidth when set.
  • Defaults to real fullscreen when the game isn't forcing a window; logs a one-liner when we do force one. #35

DirectX 9 Stereo-Injector

  • ShaderHunter added: interactive in-game shader finder and exporter.
  • DisableFullscreenModeEmulation now defaults to 1 to allow better fullscreen and window handling #34

DirectX 7 / 8 Stereo-Injector

  • DumpVS / DumpPS shader dumping added.
  • DisableFullscreenModeEmulation now defaults to 1 to allow better fullscreen and window handling

General Improvements

  • Universal short output names across every wrapper: HalfSBS, FullSBS, HalfTAB, FullTAB, Anaglyph, RowIL, ColumnIL, Checker, SRWeave, Mirror, etc. One works in every config. Legacy long names and iZ3D plugin DLL names (SideBySideOutput, AnaglyphOutput, …) still resolve, and numeric 0–10 still parses.
  • Reload profiles using Ctrl+F5
  • Centralised logs and Shaders under wiz3D_Logs/<Game>/
  • Profile submission and license notice added at top of BaseProfile.xml
  • Uninstallers now clean up the wiz3D_Logs/ folder across every wrapper family.

Known issues

  • ShaderHunter on deferred-context-heavy games: ShaderHunter's OSD may show a non-empty cycle count but F2 / Shift+F2 log cycle empty. Logging added this release will diagnose the exact cause (deferred-context path vs. shader-projection map); fix tracked for 0.4.2. Doesn't block gameplay.
  • DirectX 10 Stereo-Injector: still not launching stereo in-game.

wiz3D 0.4 DX11 working! Supporting GTA 5, Max Payne 3, Far Cry 4

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@effcol effcol released this 19 Oct 22:01
Bma7uTvocK FarCry4_ErLBZ0RX0O BatmanAC_XQLDvY0Td9

DirectX 11 Stereo-Injector (huge thanks to @AkshayUHegde #31 )

  • Games profiles added: GTA V (Legacy), NieR:Automata, Far Cry 3, Far Cry 4, Max Payne 3, BioShock Infinite, Mass Effect Legendary Edition, Mass Effect: Andromeda, Battlefield 3, Battlefield Hardline, What Remains of Edith Finch, Star Wars Jedi: Fallen Order, Metro 2033 Redux, Ryse: Son of Rome.
  • Added screen-ray reconstruction, deferred-light right camera, focal-ray right camera, decal matrices, fog volume lookups, SV_Position right-camera, moved-origin passes, HUD at scene depth, menu layers at the screen, stereo scissor rects, per-pass right-eye recording with stripped-shader camera + right-copy recycling, compute dispatch duplication, UAV output-merger draw duplication, D3D11.1 partial constant binds.
  • DX11 feature-parity with DX9: VSync off, forced windowed, SeparationScale, per-shader profile multipliers, laser-sight crosshair overlay (Ctrl + Numpad /), stereo screenshots on PrintScreen, side bars (BlackAreaWidth) for SBS/TB modes.
  • NVAPI added for 3D Vision Auto-Mode titles (GTA V, Max Payne 3, Battlefield 3…) can now drive wiz3D's separation/convergence sliders from their own in-game 3D settings.
  • Fullscreen-pass detection post-FX flat; pre-transformed shaders are skipped; oversized depth targets (shadow atlases) stay mono; 3D Vision stereo texel supported for GameWorks ShadowLib (soft shadows, PCSS).
  • DX9 early loader: in a DX10-11 deploy, dropping d3d9.dll beside the wrapper preempts System32's d3d11. Fixes GTA V (Epic) and other games that statically import d3d9 first.
  • Full DX11 COM-wrap pipeline
  • Automated DXBC analyser: per-shader view-projection matrix capture, draw-time constant-buffer patching, inverse-matrix detection.

3D Vision Direct Mode

  • Hard Reset now working ✅ Working (PR #29 ).
  • NativeProfile.xml added for persistent setting saving.
  • IgnoreStereoDisable added to NvApi, games that disable stereo via ahandshake pattern can be overridden automatically.
  • Trioviz support added. (PR #25 )
  • Config cap raised to 256 KB
  • wiz3D-proxy/dxgi writes the UMD filename to both Win32 and Win64 registry keys (PR #30 )
  • Shutdown shield for SR runtime teardown, speculative DXHR exit-AV fix; lpReserved distinguishes process-exit from FreeLibrary.

HD3D

  • Deus Ex: Human Revolution + Director's Cut bug fixed
  • NativeProfile.xml added for persistent setting saving.
  • Config cap raised to 256 KB

OpenGL Quad-Buffer Stereo

  • Migrated to the unified output-mode naming scheme

DirectX 9 Stereo-Injector

  • MT Framework ERR09 (Resident Evil 5, Lost Planet 2) fixed via Reset(fmt=A8R8G8B8) shadow-format override.
  • GetShaderoPosName now matches dcl_pos

General Improvements

  • OSD now on the Stereo Injectors, telling you the separation, convergence, FPS, and shortcuts. (Shift + F1 for hotkey overlay, Ctrl + F1 for OSD).
  • Added larger convergence hotkey steps.
  • Laser-sight crosshair added(Ctrl + Numpad / to enable)
  • Unified stereo output settings across all wrappers.
  • Simulated Reality Weave now correctly weaves resolutions lower than the monitor resolution.
  • Removed slight 0.3% black bars on sides in Stereo Injector paths, left over form legacy iZ3D (can be re-enabled in config)
  • Folder reorganisation: /Stereo-Injector/<API>/<arch>/, OpenGL-Quad-Buffer-Stereo/<arch>/, 3D-Vision-Direct/<API>/<arch>/, HD3D//.
  • Renamed x86 and x64 to 32-bit and 64-bit
  • Linux build path for the DX9 (#33 )
  • Profile entries without a CmdLine now apply to any command line.

Known issues

  • DirectX 10 Stereo-Injector: Still not launching stereo in game.
  • OpenGL Stereo Injector: Planned, not shipped.

wiz3D 0.3.1 Tomb Raider (2013) on Simulated Reality displays

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@effcol effcol released this 04 Jul 15:45
TombRaider_MgFWzgWQcu(1) HMA_4pVO5DsPxp

3D Vision Direct Mode Updates

  • Tomb Raider (2013) now works with Simulated Reality displays fully. Added a Epic Online Services Stub as a broken EOSSDK-Win32-Shipping.dll was breaking SR output. (This support does not extend to Definitive Edition)

Backend tooling revamp (huge thanks to @bo3b, PR #20)

  • Improved building from source code by consolidating third-party libraries under ThirdPartyLibs/ as versioned vendor drops (boost 1.91, DevIL 1.8, xerces-c 3.3, zlib 1.3.2, MinHook 1.3.4, SR-Lib 2.0, libsquish 1.15, DirectX SDK Jun 2010)
  • Restored LGPL 2.1 licensing by consilidating xml reading into ticpp, removing LlamaXML (GPL v2) and TinyXML.
  • Removed S3DDevIL.dll and language files from DX7-11.
  • Full CI on GitHub Actions: Debug, Release, smoke test and Final Release. This gives full transparency to each release.
  • EOSSDK-Win32-Shipping.dll stub proxy created.
  • Numerous other fixes.

Includes v0.2.4 testing changes

  • DX10/11 right-eye fix progression and logging
  • DX9 Ghost Recon-class crash fix.
  • DX9 better support for DX9Ex
  • OpenGL Anaglyph Steal added to OpenGL QB Stereo. Allows games that support Anaglyph stereo but not Quad-Buffer Stereo to work.

wiz3D v0.2.4 testing release

Pre-release

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@effcol effcol released this 22 May 15:06
95c6333

DirectX 10/11

  • DX10/11 right-eye fix progression.
  • Per-frame trace for DX10/11 (8 frames by default). Use in the config to skip past loading
    screens before capture -

DirectX 9

  • DX9 Ghost Recon-class crash fix. IDirect3D9::QueryInterface(IDirect3D9Ex) now wraps this whenever the underlying real object
    supports Ex (always true on Vista+), not just in EXMODE_EX. Closes the equivalent bypass on the DX9 side.

OpenGL Quad-buffer Stereo

  • Anaglyph Steal new feature added. Lets games that support anaglyph stereo but not quad-buffer (or where QBS is buggy, e.g.
    ioquake3's r_zProj one-eye-black bug) and then drive any OutputMode — SBS, Top-Bottom, SR weave, line-interleaved, etc. — instead of being
    stuck on red/cyan output.
  • In wiz3D_Config.xml: where 0 = off, 1 = always on, 2 = auto (only engages when QBS isn't being
    used)
  • Enable the game's anaglyph mode (e.g. r_anaglyphMode 1 in id Tech 3 family), pick any OutputMode, get full-colour stereo

wiz3D v0.2.2 OpenGL Quad-Buffer Stereo Working!

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@effcol effcol released this 17 May 22:42
OilRush_4zRUw68ze7 Return_To_Castle_Wolfensteiin_OpenGL_Quad-Buffer_Stereo

OpenGL Quad-Buffer Stereo Updates

Quad-Buffer Stereo is a legacy native workstation GPU stereo 3D format that was almost exclusively for workstation GPUs. Some games supported this output, mostly old ID Tech games, such as Return to Castle Wolfenstein, but it was supported within

For clarification, this is not a Stereo3D injector, this instead allows OpenGL games with their owns stereo output to display that on any system or GPU, instead of being locked behind legacy workstation GPUs. It should support OpenGL 1.0 to 4.6,

  • Added swap eyes option.
  • Added SBS, TAB, Interleaved, Anaglyph and Simulated Reality Weave outputs.

3D Vision Automatic Mode Updates

  • Fixed in-game Stereo enable-disable toggles to actually turn off now.
  • In game Separation and Convergence sliders should now work and communicate with wiz3D.
  • Added in-game stereo settings state recording to UserProfile.xml in %APPDATA%\wiz3D\ so wiz3D will remember your settings. This file is also where you can find you convergence and separation settings for if you want to submit them to the project to be added to CommunityProfile.xml for everyone.

DirectX 10 & 11 Updates

  • Many bug fixes. While no game tested works in stereo3D yet, we're inching closer. Now games are loading and the modernization is largely complete (last piece was to move away from Windows 7's DDI structure).
  • This is still a testing release. If you try in any games please let me know how ti goes, send the log files, and especially tell me if a game actually loads properly in SBS!

DirectX 7, 8, 9, 10 & 11 Updates

  • UserProfile.xml in %APPDATA%\wiz3D\ contains the game stereo settings for all of your wiz3D installs.
  • Screenshot default is now .png. .jpg, .pns (ong's stereo format), .jps (jpeg's stereo format), .bmp and .dds are also available. This change is to default to a lossless format and away form little known formats like .pns
  • Various bug fixes.

3D Vision Direct Mode Updates

  • Added 'Magic Header' support. 'Magic Header' is an alternative way than 'Direct Mode' that games and applications could use to tell 3D Vision to not apply it's diver-side stereo injection. This should catch a few more games that natively output their own stereo.

wiz3D v0.2.0 3D Vision 'Direct Mode' release!

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@effcol effcol released this 11 May 21:46
GTA_SA_with_Proper_Shaders_Mod_wixzz3D_0.1.5_(Credit_to_3DJ) TombRaider_hoKVDWrMtC

3D Vision Release!

3D Vision had two different approaches to supporting games.
Direct Mode where the game renders Stereoscopic 3D itself, such as Tomb Raider, Oil Rush and Hard Reset.
Automatic Mode where the game lets Nvidia's driver-side stereo injector put 3D into the games, here replaced with iZ3D's injector.

Because these two modes are competently different, they will be kept separate. Direct Mode games will have their own 3D Vision Direct Mode release folder. and Automatic Mode games will be in the general DirectX 9, 10, 11 and OpenGL folders.

3D Vision Direct Mode Released!

  • Released and working DirectX 11 games including, Tomb Raider, Hitman Absolution and Oil Rush
  • Added SR Weave, SBS, TAB, Anaglyph, Interleaved and Checkerboard..
  • This should work on any 3D Vision 'Direct Mode' DirectX 11 game. We're still unsure which 3D Vision games are 'Direct Mode' so f you descover any that are, please let us know!.
  • DirectX 9 and 10 Direct Mode support will be released in the near future as I get them working,.
  • SR Weave not working currently with Tomb Raider. this is due to Epic Online Services. I hope to get this working for now, until then Tomb Raider will default to SR, and you will have to use 3DGameBridge or your monitor's weaving solution for Simulated Reality screens like Samsung Odyssey 3D and Acer SpatialLabs.

3D Vision Automatic Mode Updates

  • In-game enable and disable toggles now work, such as in Batman Arkham Asylum.
  • Separation and Convergence UI not yet hooked up to wiz3D.
  • Some Automatic Mode games have shaders that are only enabled with 3D Vision Direct Mode, such as Max Payne 3, and Assassin's Creed: Revelations. Getting them to work in wiz3D is a long term plan, but not yet implemented.

HD3D Updates

  • Cursor handling now outside of the SR doubling window.
  • Software cursor doubling code removed due to causing issues on various systems, especially Windows AMD GPU systems.
  • Simulated Reality output falls back to SBS if user does not have a Simulated Reality screen or doesn't have LeiaSR Runtime installed.
  • Stereoscopic 3D menu options available in Tomb Raider menu again. launches into SBS 3D, SR not working, and only shows the top half of both eyes, similar to Hitman Absolution and the Ego engine games (Dirt, Grid, probably F1 2010).

DirectX 9 Updates

  • Various bug fixes for some 64bit games like Tales of Berseria (3D output in every mode but SR).
  • Simulated Reality output falls back to SBS if user does not have a Simulated Reality screen or doesn't have LeiaSR Runtime installed.
  • Removed cleanup of Config.xml as we now use wiz3D_Config.xml.

DirectX 7, 8, 10, 11 & OpenGL Updates

  • Added a proper version numbering system to the files and logs
  • Removed cleanup of Config.xml as we now use wiz3D_Config.xml.
  • Added cleanup in uninstaller for wiz3D_ddraw_proxy.log, wiz3D_d3d8_proxy.log and wiz3D_opengl32_proxy.log

Note: If you reported a wiz3D crash before 0.2.0, please retest with the new build.

wiz3D v0.1.5 Direct X 10, 11 & OpenGL release!

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@effcol effcol released this 04 May 13:52
vlcsnap-2026-05-04-11h20m23s306 vlcsnap-2026-05-04-13h55m39s817

HD3D is broken on some systems with this release, please use release 0.1.2 or 0.1.0 if you want to play HD3D games til I get an update out fixing this.

DirectX 10 & 11 Release

  • Released as a testing build, unlikely to work with any games.
  • 32bit and 64bit builds.
  • Largely unchanged from iZ3D's implementation, other than modernisation and converting it to a wrapper.
  • DX10 and DX11 used the same files in iZ3D's original code. as we haven't got it working fully yet, I see no reason to separate these out.
  • DX11 had only been out for about 1 year when iZ3D shut down, so it didn't get as far as the DX9 development did.

OpenGL Release

  • Released as a testing build, unlikely to work with any games.
  • 32bit and 64bit builds
  • Largely unchanged from iZ3D's implementation, other than modernisation and converting it to a wrapper.

DirectX 8 Updates

  • AquaNox now boots and works in 3D! This is the first DX8 game working with wiz3D. Please test other DX8 games to see if they work with this fix!

HD3D Updates

  • Updated uninstaller to remove all log files.

Source Code Released!

  • wiz3D's source code is now up on GitHub! Feel free to contribute to the project!

wiz3D v0.1.3 Support for DX9 games with no iZ3D profile

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@effcol effcol released this 03 May 22:22
57bfbe1
vlcsnap-2026-04-03-22h35m50s527

DirectX 7, 8 & 9 Updates

  • Fixed games that don't have iZ3D shader fixes or profiles. While these games, like BlazBlue: Calamity Trigger, The Ball and Bionic Commando work in stereo with wiz3D, they still need shader fixes to make their stereo 3D implementation the best possible. Compare with available Geo-11 Fixes before playing.
  • Updated Config name to wiz3D_Config.xml to accommodate games like Fable: The Lost Chapters that use their own Config.xml.
  • Set Simulated Reality to default output. (Samsung Odyssey 3D / Acer SpatialLabs)
  • Logging Cleanup. Made sure to clean up all wiz3D files with the uninstaller.
  • Added nvapi proxy. This allows some games with 3d vision to show theirt 3D vision support in game, like Batman: Arkham Asylum. Still needs to be further worked on to include more 3D Vision features like in-game Separation and Convergence.

HD3D Updates

  • Updated Config to make Simulated Reality displays default.

wiz3D v0.1.2 Simulated Reality Support

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@effcol effcol released this 02 May 22:39
1296fc2
Sleeping Dogs DE-2026-04-05-21h46m37s765

DirectX 7, 8 & 9 Updates

  • Simulated Reality Weave now works in 32bit and 64bit (for Samsung Odyssey 3D / Acer SpatialLabs Moving Lightfield displays).
  • Support for AMD GPUs on Windows.
  • Added CommunityProfile.xml so that anyone can add their own shader fixes to a game.

HD3D Updates

  • Added Simulated Reality Weave for both 32bit and 64bit.
  • Added an uninstaller Uninstall_wiz3D.bat.
  • Restored dxgi.dll. It's vital to Thief (2014) and Hitman Absolution. If you want to use ReShade, most other HD3D games do not need this file so it can be removed and overwritten, but with Simulated Reality Weave is working, there's less need for it. For Frame Sequential, you will still need WibbleWobbleReshade.

Known Issues

  • Tomb Raider has a regression in this release, not loading into 3D at all. It was broken before anyways, hopefully this will help get it working.
  • Simulated Reality Weave not working Left 4 Dead 2 or Dirt Rally . For L4D2 it's best to use SBS output with 3DGameBridge Reshade, or your monitor's weaving solution.