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

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@effcol effcol released this 19 Oct 22:01
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DirectX 11 Stereo-Injector (huge thanks to @AkshayUHegde #31 )

  • 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.
  • Full DX11 COM-wrap pipeline
  • Automated DXBC analyser: per-shader view-projection matrix capture, draw-time constant-buffer patching, inverse-matrix detection.

3D Vision Direct Mode

  • Hard Reset now working ✅ Working (PR #29 ).
  • NativeProfile.xml added for persistent setting saving.
  • IgnoreStereoDisable added to NvApi, games that disable stereo via ahandshake pattern can be overridden automatically.
  • Trioviz support added. (PR #25 )
  • Config cap raised to 256 KB
  • wiz3D-proxy/dxgi writes the UMD filename to both Win32 and Win64 registry keys (PR #30 )
  • Shutdown shield for SR runtime teardown, speculative DXHR exit-AV fix; lpReserved distinguishes process-exit from FreeLibrary.

HD3D

  • Deus Ex: Human Revolution + Director's Cut bug fixed
  • NativeProfile.xml added for persistent setting saving.
  • Config cap raised to 256 KB

OpenGL Quad-Buffer Stereo

  • Migrated to the unified output-mode naming scheme

DirectX 9 Stereo-Injector

  • MT Framework ERR09 (Resident Evil 5, Lost Planet 2) fixed via Reset(fmt=A8R8G8B8) shadow-format override.
  • GetShaderoPosName now matches dcl_pos

General Improvements

  • OSD now on the Stereo Injectors, telling you the separation, convergence, FPS, and shortcuts. (Shift + F1 for hotkey overlay, Ctrl + F1 for OSD).
  • Added larger convergence hotkey steps.
  • Laser-sight crosshair added(Ctrl + Numpad / to enable)
  • Unified stereo output settings across all wrappers.
  • Simulated Reality Weave now correctly weaves resolutions lower than the monitor resolution.
  • Removed slight 0.3% black bars on sides in Stereo Injector paths, left over form legacy iZ3D (can be re-enabled in config)
  • Folder reorganisation: /Stereo-Injector/<API>/<arch>/, OpenGL-Quad-Buffer-Stereo/<arch>/, 3D-Vision-Direct/<API>/<arch>/, HD3D//.
  • Renamed x86 and x64 to 32-bit and 64-bit
  • Linux build path for the DX9 (#33 )
  • Profile entries without a CmdLine now apply to any command line.

Known issues

  • DirectX 10 Stereo-Injector: Still not launching stereo in game.
  • OpenGL Stereo Injector: Planned, not shipped.