Skip to content

Troubleshooting

Effie edited this page Nov 8, 2026 · 2 revisions

Troubleshooting

Common problems, in rough order of how often they come up.

Game crashes immediately on launch

  1. 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/ and DX10-11/64-bit/.
  2. Wrong API folder. If the game is DX9 and you copied DX10-11 DLLs, the wrong d3d9.dll isn't being proxied so the game sees nothing special — but a d3d11.dll+dxgi.dll next to a DX9 exe can still confuse some anti-cheat / crash handlers.
  3. 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.
  4. Missing OutputMethods subfolder. The output compositors live in OutputMethods/ next to the main wrappers. Must be copied as a sibling folder, not flattened.

Numpad 4 seems to work but Ctrl+F5 wipes my settings

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):

  1. Run the game's launcher as administrator (easiest).
  2. Move the game to a non-Program-Files location (e.g. D:\Games).
  3. 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 reset something I didn't want reset

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.

Stereo looks wrong (inverted / cross-eyed / flat)

  • Inverted depth — things sticking out of the screen that should be inside, or vice versa. Set <SwapEyes Value="1"/> in UserProfile.xml for this game, or add the game-specific profile override in BaseProfile.xml.
  • Flat / monoscopic — stereo turned off? Press **Numpad *** to toggle. If it stays flat, check wiz3D_Config.xml for <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.

Mouse cursor visible on both eyes / misaligned in SBS or SR

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.

"Game runs but no 3D effect at all"

  • OSD not showing → wrapper didn't load. Check you copied the right DLLs; some games bundle their own d3d9.dll that 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.

HD3D or 3D Vision Direct doesn't engage

  • Check NativeProfile.xml (next to the game exe) has a matching <Profile Name="GameExeName.exe"> entry with the right NativePath.
  • 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

Logs live next to the game exe under wiz3D_Logs/. When filing an issue, include:

  • wiz3D_Logs/*.log from 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.

Still stuck?

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.

Clone this wiki locally