3dmigoto Dx12 -
A very specific and technical topic!
Time for DX12 support? · Issue #141 · bo3b/3Dmigoto - GitHub 3dmigoto dx12
To understand the significance of the DX12 version, we must first look back. The original 3DMigoto worked by hooking into the DX11 API at the draw-call level. It allowed users to: A very specific and technical topic
- Enable
dump_shaders = 1in3dmigoto.ini - Press
F3orInsertwhile game is running (depends on build). - Raw shader bytecode is saved to
ShaderDumpsfolder. - Use 3Dmigoto FrameAnalyzer (DX11 only) – for DX12, you often need to convert using
d3d12bctodxbcor use RenderDoc + manual replay.
- Dynamic texture arrays: Games that sample textures via
Texture2DArray[g_iIndex]cannot be reliably modded. - Async compute workloads: If the game uses a separate compute queue for post-processing, 3DMigoto’s main queue hook may miss it.
- Raytracing (DXR): 3DMigoto DX12 does not support
DispatchRaysor shader tables. The entire DXR pipeline is opaque. - VR (OpenVR/OpenXR): While the DX12 version can hook the swapchain, VR’s dual-eye rendering and lens distortion passes break the cloning logic.