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wiz3D v0.2.2 OpenGL Quad-Buffer Stereo Working!
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.xmlin%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 toCommunityProfile.xmlfor 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.xmlin%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.