User requirement: every stereoscopic game conversion must include a per-game UI pop-out value in the shared Stereo 3D/F6 settings, beside depth and convergence. Higher values bring the HUD toward the player; zero restores screen depth. Preserve the saved depth/convergence and existing UI values. Verify HUD glyphs, icons, minimaps and menus in both eyes; exclude scene geometry and fullscreen post-processing. HUD support and 60fps/stereo frame pacing are separate checks. New shader families require a verified classifier rather than assuming every screen-space shader is UI.
Verify text and its button/panel backing have identical per-eye disparity. Include dynamically indexed glyph shaders and SSBO font batches in actual GPU displacement tests; pane-only tests are insufficient.
