OpenGL and Vulkan fix for GZDoom, 64 bits version, the source port of the old Doom games (and all supported mods). The Vulkan fix also supports Selaco, a paid game that uses GZDoom. Thanks to Helifax for making OpenGL3DVision and Vk3DVision.
Update (2019-09-02): added the "libmmd.dll" file that some people needed to make the fix work. If for some reason you also need "ucrtbased.dll", you can unzip it from this file.
Update (2019-09-01): fix updated to the latest OpenGL wrapper, improved stereoization formula and tested with GZDoom 4.2.0. The old fix version here.
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The fix doesn't use single frame stereo, because at least for me, it wasn't possible to make it work correctly.
Fixed
- Stereoized geometry.
- HUD + crosshair, and weapon convergence scaling hotkeys.
Installation
- Download and unzip the latest version of Vk3DVision somewhere in your PC.
- l: normal convergence.
- p: high convergence.
- o: crosshair and HUD depth toggle to 87.5% depth.
- j: weapon depth toggle, which is enabled by default. This makes it convergence dependant, to make sense with the world scale. At the default 16 convergence, it will be at screen depth. With higher convergence, it will pop out of the screen, and with lower convergence, it will be deeper inside the screen.
- Disable the Steam overlay. It makes the game crash when Vk3DVision is running.
- Make sure you haven't enabled any native 3D mode in GZDoom. It will shift the image to a side and hurt performance.
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Explanation
- In Windows 7, it can be played in 3D Vision natively using quad buffer stereoscopic 3D (in the OpenGL renderer options). However, at some point in Windows 10, it doesn't trigger the glasses nor produce a 3D image anymore. This fix is aimed at people that can't get that mode to work.
- This fix uses frame sequential 3D (just like all OpenGL fixes in this site), meaning that very fast horizontal camera movements can cause a bit of disorientation. However, it's very easy to get 60fps per eye, so it isn't that easy to notice.
- You can use your Nvidia convergence hotkeys, unlike in the native 3D mode of GZDoom. To customize depth, open "3DVisionWrapper.ini" and change the value of "DepthMultiplicationFactor".
- If you want to use the native 3D implementation of the game, you can use 3D SBS narrow mode in GZDoom and set "Enable3DPostEffect = true" in "3DVisionWrapper.ini". Keep in mind that ingame 3D modes are reset at every launch. With your Nvidia convergence hotkeys you can move the screen into depth or make it pop out.
Fixed
- Stereoized geometry, without breaking any HUD elements.
- HUD, crosshair, and weapon depth hotkeys made for GZDoom 4.2.0.
Installation
- Download this file and extract its contents in your gzdoom folder, like "gzdoom-bin-4-2-0-Windows-x64", where "gzdoom.exe" is.
- Set "gzdoom.exe" to run as administrator.
- Play the game in OpenGL mode, but don't use any 3D or VR mode in the ingame options.
Hotkeys
- l: normal convergence.
- p: high convergence.
- o: crosshair depth toggle (if you use a crosshair in the HUD options).
- i: HUD depth toggle.
- j: weapon depth toggle.
Notes
- The extra hotkeys (aside from convergence) may not work in different versions than the ones I tested. I will update this fix for future versions every once in a while..
- Stereoization will work in all future versions, I assume.
- If you use a newer GZDoom version and HUD hotkeys don't work, I recommend deleting the contents of the "Shaders" folder.
If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com
















































