Repository navigation
Troubleshooting
Common problems, in rough order of how often they come up.
-
Wrong architecture. DX10-11 games may be 32-bit even in 2020s titles. Right-click game exe → Properties → Details → look at "Platform" (or try Task Manager → Details). Switch between
DX10-11/32-bit/andDX10-11/64-bit/. -
Wrong API folder. If the game is DX9 and you copied DX10-11 DLLs, the wrong
d3d9.dllisn't being proxied so the game sees nothing special — but ad3d11.dll+dxgi.dllnext to a DX9 exe can still confuse some anti-cheat / crash handlers. - Antivirus / EAC / BattlEye. wiz3D is a proxy DLL. Any kernel-level anti-cheat will reject it. There's no workaround — those games are off-limits.
-
Missing OutputMethods subfolder. The output compositors live in
OutputMethods/next to the main wrappers. Must be copied as a sibling folder, not flattened.
This is almost always a write-permission problem, not a wiz3D bug.
Diagnosis: run the game as Administrator once. Tune to your taste. Press Numpad 4. Exit. Open the game's folder in Explorer — is UserProfile.xml present with recent timestamp? If no, the write was silently dropped before.
Cause: C:\Program Files* is write-locked for non-elevated processes. Numpad 4 attempts a save, Windows discards it, the in-memory tune is still live, Ctrl+F5 then reloads defaults from the empty disk file.
Fix (pick one):
- Run the game's launcher as administrator (easiest).
- Move the game to a non-Program-Files location (e.g.
D:\Games). - Grant your Windows user Modify permission on the game folder.
0.4.4 will fall back to %AppData%\wiz3D\<ExeBaseName>\UserProfile.xml when the game folder isn't writable, with a loud "save fell back to …" toast so the user sees it happen.
Ctrl+F5 reloads from disk. Anything you tuned that hasn't been auto-persisted to UserProfile.xml is thrown away.
- StereoBase, One_div_ZPS, ConvergenceShift, preset-switch, StereoActive, AutoFocusEnable — these auto-save ~5s after you stop adjusting. Ctrl+F5 keeps them. If you Ctrl+F5 immediately after an adjustment, the deferred write may not have fired yet — pause a beat first.
- ShaderHunter Mono CRCs — these save when you press Numpad 4 inside Hunter. If you didn't press Numpad 4, the mono-ing doesn't survive Ctrl+F5.
-
Inverted depth — things sticking out of the screen that should be inside, or vice versa. Set
<SwapEyes Value="1"/>inUserProfile.xmlfor this game, or add the game-specific profile override inBaseProfile.xml. -
Flat / monoscopic — stereo turned off? Press **Numpad *** to toggle. If it stays flat, check
wiz3D_Config.xmlfor<StereoActive Value="1"/>. - UI floats at wrong depth — standard per-game ShaderFix territory. Enter ShaderHunter (Ctrl+Numpad 0), cycle shaders with Numpad 1/2, press Numpad 4 on the UI one(s) to mark them mono. See ShaderHunter.
Known gap. The game's OS-level hardware cursor renders after the SBS / Weave composite, so it lands over the whole screen width rather than aligned to either eye's half. A per-eye cursor layer is planned for 0.5.0 (basic: hide OS cursor, draw a stereo-correct one at screen depth; advanced: depth-aware so it sits at scene depth under the pointer).
Software cursors (ones drawn as part of the scene by the game itself) are per-game ShaderFix territory.
- OSD not showing → wrapper didn't load. Check you copied the right DLLs; some games bundle their own
d3d9.dllthat takes precedence. - OSD shows but no depth →
<StereoActive Value="0"/>somewhere; press Numpad *. - OSD shows, stereo on, but both eyes look identical → some engines bypass the standard constant-buffer layout. This is where per-game ShaderFixes / the DX11 Feature Engine come in.
- Check
NativeProfile.xml(next to the game exe) has a matching<Profile Name="GameExeName.exe">entry with the rightNativePath. - HD3D only works on AMD GPUs with HD3D-capable drivers.
- 3D Vision Direct is an NVIDIA path but does not drive shutter glasses directly — it's a compositor. For modern NV3D glasses output use the NV3D OutputMode (0.5.0+) which drives NV3D-Lib.
Logs live next to the game exe under wiz3D_Logs/. When filing an issue, include:
-
wiz3D_Logs/*.logfrom the run that reproduced the problem. - Your
UserProfile.xml(if you have one for the game). - wiz3D version, GPU, GPU driver, OS, output mode you were using.
- GitHub Issues: https://github.com/Stereopticon-Org/wiz3D/issues
- Include the log files, version info, and a 30-second description of the symptom.
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.