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Native 3D Vision Direct

Effie edited this page Nov 8, 2026 · 1 revision

3D Vision Direct (NVIDIA)

✅ Mostly Working (expanded in 0.4.0). The NVIDIA native-stereo path for games that render both eyes themselves via NVAPI "Direct Mode". wiz3D's NvApi vendor proxy (NvApiProxy) exposes a stand-in NVAPI surface, captures the game's per-eye output, and composites to your chosen output mode. 0.4.0 added DX9 MinHook migration, SR Weave port, NativeProfile.xml cross-session persistence, and the DX11 NVAPI stereo bridge (so in-game 3D sliders drive wiz3D's own separation / convergence).

"Direct Mode" ≠ shutter output

Important: this path does not drive shutter glasses on its own. It's a per-eye capture + 2D compositor. For actual NVIDIA 3D Vision shutter output on modern Windows, pick OutputMode="3DVisionGlasses" in wiz3D_Config.xml — that routes through NV3D-Lib (statically linked into every output-producing wrapper from 0.5.0) and needs either a legacy R417-or-earlier NVIDIA driver or Oscar's Vision Restoration patch on modern drivers. The two cooperate: 3D Vision Direct captures the per-eye content, 3DVisionGlasses output mode drives the shutter signal.

If your game isn't in the list below

Many 2010-2018 titles supported NVIDIA 3D Vision "Automatic Mode" (the driver injected stereo without the game knowing), not Direct Mode. These games communicate with 3D Vision via in-game settings / config options / built-in shader fixes, but their renderer is otherwise mono. For those, use the Stereo-Injector route — specifically the 3D Vision Automatic-aware games page, which lists the ~40 known titles plus the config-file knobs each one needs (-stereo cmdline, Stereo=ON in config.ini, AllowNvidiaStereo3d=True, etc.). 0.4.0 wired the NVAPI stereo bridge on DX9 and DX11 so in-game 3D sliders in those titles move wiz3D's own stereo state.

Install path

Under 3D-Vision-Direct/DX9/{32,64}-bit/, 3D-Vision-Direct/DX10/{32,64}-bit/, 3D-Vision-Direct/DX11/{32,64}-bit/. Runs alongside a Stereo-Injector install and only activates for games listed in NativeProfile.xml.

The DX11 x86 subfolder has an EOSStub/ variant for titles that bundle Epic Online Services and need EOS disabled for SR Weave cohabitation — see Tomb Raider (2013) below.

Games

Game Install Path Testing Notes
Hard Reset 3D-Vision-Direct/DX9/32-bit ✅ Working Game must be set to 120Hz.
Hitman: Absolution 3D-Vision-Direct/DX11/32-bit ✅ Working Also supports HD3D.
Oil Rush 3D-Vision-Direct/DX11/32-bit ✅ Working DX11 output only.
Tomb Raider (2013) 3D-Vision-Direct/DX11/32-bit 🟡 Mostly Also supports HD3D. Use the EOSStub/ subfolder if you need Epic Online Services disabled for SR Weave cohabitation.

Plus the shipped NativeProfile.xml ships entries confirmed-good for: Max Payne 3, Alan Wake, Hard Reset, Tomb Raider (2013), BioShock Infinite, Batman: Arkham City, UDK (generic). Those cover both the Direct Mode capture path and the NvDirectMode compositor.

Excluded (Depth Map not loading, better support on HD3D): Battlefield 3, DiRT 2, DiRT 3, DiRT 3 Complete Edition, DiRT Showdown, DiRT Rally, F1 2010, F1 2011, F1 2012, F1 2013, GRID 2, GRID Autosport.

Excluded (Works on HD3D and 3D Vision Direct Mode, HD3D recommended): World of Warcraft. (Stereo3D removed in 2018 DX12 update.)

See also

  • 3D Vision Automatic-aware games — for titles that used 3D Vision Automatic (not Direct) — these use the Stereo-Injector instead
  • HD3D — AMD's counterpart native-stereo path
  • Output Modes — 3DVisionGlasses mode for the shutter signal

wiz3D

Stereo-Injector (per-API)

wiz3D generates left + right eye frames from a mono game.

Native-stereo paths

The game produces both eye frames; wiz3D composites them to your display.

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