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