You did not say how you create a perspective projection matrix, which is key information. I am not a D3D expert. Rather, I know OpenGL.
, , , OpenGL gluPerspective. :

OpenGL. D3D- -, . :

Wolfram Alpha ( ):
{{a,0,0,0},{0,b,0,0},{0,0,c,-1},{0,0,d,0}}^-1
:

, [x y z 1], ,
[x/a y/b -1 (z+c)/d]
4d . 3d, x, y, z w:
[(1/a)ux (1/b)uy -u] where u = d / (z+c)
, (1/a) (1/b) . , .
- D3D OpenGL, .
, , , .