» DirectX11 Nodes
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DirectX11 Nodes

pack dx11
Credits: dottore for testing, helping, m4d for all night support, testing...,devvvvs for fixing bugs and adding features, unc and lecloneur for porting texturefx many other I forget, ping me :)


DirectX11 rendering for vvvv (update 1.3)

See changes here: directx11-1.3-update

1.3.1 :

  • Adds a small bug fix in case two group or enabled layers are stacked (exception would prevent rest of the groups to process)
  • Adds a small issue if texture FX is in a disabled patch, sometimes would not resume.
  • TextureFX that can use "wantmips" now do so (Edge, Blur, BlurDirectional, BlurGlow, BlurPerfector, DistortFlow, DropShadow, UnsharpMask) . They are all faster in that scenario.

General Changelog here :

Requires vvvv beta33.7 or newer.

Install Guide:

  • Download relevant version
  • Copy folder into vvvv directory, like you would do for addonpack or any other pack.

Submit bugs:

Support development:

Many thanks to people who are currently supporting development :

vux 02/04/2013 - 12:27

Removed that comment, path are on b30 by default.

everyoneishappy 02/04/2013 - 12:58

Let me be the first to say- Yay!
You rock Mr Vux :)

microdee 02/04/2013 - 13:49

all hail vux!

m4d 02/04/2013 - 14:03

everything we know is wrong again \o/

unc 02/04/2013 - 14:03


Desaxismundi 02/04/2013 - 16:13

un grand merci!

sebl 02/04/2013 - 16:49


circuitb 02/04/2013 - 17:41

c'est cool!

tonfilm 02/04/2013 - 18:00

OMG, its really happening!

lecloneur 02/04/2013 - 18:11


antokhio 02/04/2013 - 18:52


metrowave 02/04/2013 - 18:54


DuckEater 02/04/2013 - 20:00

Ça envoie du steak ! Merci :)

nissidis 02/04/2013 - 20:11

new tools - new horizons, thank you Mr Vux !

u7angel 03/04/2013 - 09:16

thanks vux ! we owe you so much !

dvj_jenda 03/04/2013 - 18:46

thank you vux vvvvery much! you are great!

colorsound 03/04/2013 - 23:15

yuhuu ;D

vjc4 04/04/2013 - 14:44

i got it working, but my old dx9 nodes are not listed any more
but if i open an old patch, they are there, and they work, i can control c+v and use them,,, is this normal or i made a mistake on the installation ?

and is there a way to convert a dx11 texture into a dx9 texuture to use the old patches ?

colorsound 04/04/2013 - 15:13

for the dx9 nodes not showing it is normal. i would love to have the option to activate them as many times i want to copy paste something from a help patch for fast patching and i have to go to files and search them.

StiX 06/04/2013 - 21:46

all dx11 nodes are red for me :/

m4d 07/04/2013 - 15:06


  • Is your Hardware DX11 compatible?
  • What does TTY say?
vux 07/04/2013 - 19:27

@vjc4 @colorsound : In next release you'll be able to filter normally, so you'll be able to view those nodes again.

@Stix : are nodes appearing in nodelist?

StiX 11/04/2013 - 06:42

i did some tweaking and it works, sorry to rush here so fast -_-

altough is dx11 heavier on performance?

geometrica 12/04/2013 - 00:02

@Stix it performs much more fast in general.... look the pipet example

ft 12/04/2013 - 11:52

"yay" is exactly what I wanted to say too :)

mediadog 15/04/2013 - 04:45

@geometrica: No "pipet" node except for OpenCV now, all DX11 stuff seems to be here fine. Is there a DX11 pipet?

antokhio 15/04/2013 - 05:05

it's in examples from workshop

mediadog 16/04/2013 - 22:40

Sorry to be dense/blind, but I cannot find it in the node13 workshop DX11 rendering techniques I zip. Am I missing it? Thanks!

colorsound 17/04/2013 - 09:47

@mediadog not sure if all the DX11 staff from workshops it,s uploaded, i used DX11 pipet while porting the vvvv.tutorials.mapping.3d so there should be a copy there for now.

ft 17/04/2013 - 15:52

Strange thing on my laptop with AMD Radeon HD 6470M: when I try to set the renderer's input pins AA Samples per pixel to > 2 or AA Quality to > 0 vvvv 'freezes' (the UI gets really really slow), and the renderer stops updating. With some difficulty because of the unresponsive UI, I am able to reset these values, and then everything goes back to normal.

Anyone else experiencing the same issue?

antokhio 17/04/2013 - 19:35

You have to be careful with this two pins. Thouse buggers can brake render.

    • AA Quality always default (not sure it does something at all)
    • AA Samples Per Pixel are only 0,2,4,8
vux 30/04/2013 - 15:46

@ft : I changed AA for next build, so it will be easier to use (Now AA Samples per pixel is an enum, and i removed quality, since it never looked like to make any difference).

Quite decent amount of other fixes in next build, including:

  • Kinect with all textures + Face Tracker
  • Support for IUserInputWindow (Mouse/Keyboard state)
  • DynamicBuffer nodes fix in case of nil input
  • Reflect on shader if geometry layout is invalid (reports missing semantic)
  • ReadBack fix on first frame
  • Memory leak fix on Texture 3D
  • Memory leak fix on dynamic buffer
  • Texture FX does proper cleanup after finishing
  • GeomFX crash fix when attached to Query
  • Image shader has Force Resolution Pin (so it uses size input instead of initial texture size)
  • Quad (Layer) : replicating old quad, with auto batching ))

Also now feraltic is included as submodule, so check out should build out of the box.

metrowave 30/04/2013 - 15:49

Thanks vux... can't wait :)

screamer 30/04/2013 - 16:51

great news vux :)

colorsound 30/04/2013 - 20:11

sounds great thx vux

sansui 28/05/2013 - 17:16


dannielmach 28/05/2013 - 20:53

that beautiful!

screamer 31/05/2013 - 18:46

hi, i'm very happy about the new pack, so finally we can have dx9 and 11 with th same vvvv. I really like and appreciate your hard work ;)

the only thing i'm not able to use is the facetracking of kinect (no dx9 and no dx11).
The node becomes red after i activate rgb, depth and skeleton (but i think they are needed to facetrack).
am i doing something wrong? or it's not working ?

cheers, and big work.
was a pleasure to meet you, vux, in london some days ago :D

hierro 02/06/2013 - 20:01

well, i can say congrats, but i say it everyday :)

 ...did anybody see pinOut for readback node  ? 

Solved : has to be specified layout in inspector, very stylish :D

Alec 08/07/2013 - 08:57

where are Kinect nodes for dx11 listed by vux? I can't find them in the nodes browser.

Edit: I resolved installing Kinect SDK 1.7.

u7angel 08/07/2013 - 18:32

in case someone stumbles across this too, vertical sync only works when windows7 runs in aero mode

vux 18/07/2013 - 15:30

Next release on the way, still few bits to sort, but here is little teaser:

  • Option for no mips on texture loader
  • Some dispose issues shoud be fixed
  • Full x86/x64 build, with kinect/text and vlc for each architecture.
  • Cube Texture Renderer (with option for single pass/multiple pass, and of course access to cube depth buffer).
  • Texture Array Renderer (cube is a bit of a special case, but render to texture array allows you to set different cameras per slices, so you can do panoramics easily for example). Same as above, access to depth as well.
  • Finally fixed little quad
  • Some bugfix on render states
  • Preview Node fixed.
  • Some other goodies, stay tuned ;)
microdee 18/07/2013 - 16:20

ouhyeah! great stuff!

u7angel 19/07/2013 - 09:22

looking forward to it

mediadog 22/07/2013 - 23:23

The most recent (30.2) works fine on Win7 x64, but hangs vvvv on startup on both Win7 x32 and WinXP x32. Just sits at the grey splash square. Anyone else see this?

klj3 28/07/2013 - 17:07

Hi this is amazing.
All my DX11 nodes are red. TTY states:

00:00:36 ERR : Exception occured during creation of plugin: Could not load file or assembly 'file:///C:\Program Files (x86)\vvvv_45beta30.2_x64\packs\DX11\nodes\plugins\VVVV.DX11.Nodes.dll' or one of its dependencies. An attempt was made to load a program with an incorrect format.
00:00:36 - : To help us track this error down, enable the ExceptionDialog via the menu or starting vvvv with /showexceptions.

Could you help please.

vux 13/08/2013 - 14:34

Ah seems you use the 64 bits version for vvvv, but i guess you downloaded the 32 bits for dx11. Please note that 64 bits for 30.2 is coming soon, just need couple more sorting around.

pogi 09/11/2013 - 22:19

Thank You)

tmp 14/11/2013 - 11:40

i found a problem in ToSharedTextureNode.cs line 71:

this.FPointer[0] = SharedResource.SharedHandle.ToInt32();

this often fails and the catch clause is fired which sets the pointer to 0.
mr.vux, do you have an idea how to fix this?

sebl 14/11/2013 - 17:00

i saw that one, too. and tried somewhat fix it https://github.com/sebllll/dx11-vvvv/commit/a8f0df8e83342e6bbc7dc5a62f69728ab956e51c

should be related to this thread: assharedtexture-renderer-temptarget

vux 02/12/2013 - 17:01

@sebl ah forgot that, please do a pull request and i'll integrate it

catweasel 02/12/2013 - 18:02

Metaballs is missing dragging and dropping vvvv.dx11.nodes.dll doesn't fix it...

vux 02/12/2013 - 20:17

32 or 64?

catweasel 03/12/2013 - 10:51


vux 03/12/2013 - 18:01

can you screenshot and post on github?

tekcor 04/12/2013 - 16:44

hi first of all thanks again for the great work all the time!

Just one problem. When I upgrade to the latest release all connections to quads are missing in my project.

Is it somehow avoidable so that you can smoothly migrate projects over the upcoming DX11 releases? Anyone else had this problem?


joreg 04/12/2013 - 17:07

@tekcor: this is actually handled grazefully, if you:

  • only use b31 with its corresponding b31 dx11-pack
  • only use b31.2 with its corresponding b31.2 dx11-pack

the node had some renames and they are reflected in the diffff.xml of b31.2
also i just tested and it works as advertised.

tekcor 04/12/2013 - 17:29

ah okey I checked and you are right I installed b31 dx11 pack in b31.2 vvvv and replaced one day dx9 quads to dx11 quads. So there is no way around doing the same procedure again you are saying?

joreg 04/12/2013 - 17:34

not sure what you mean. anyway this is not a dx11 topic, so please move into forum if still a problem.

seltzdesign 21/01/2014 - 11:17

I keep getting an error in the TTY renderer from one of the DX11 nodes. Not really sure what is happening but this is the error:


   at VVVV.PluginInterfaces.V2.Spread`1.get_Item(Int32 index)
   at VVVV.DX11.Nodes.Renderers.Graphics.DX11VolumeRendererNode.Update(IPluginIO pin, DX11RenderContext context)
   at VVVV.DX11.Nodes.Renderers.Graphics.DX11VolumeRendererNode.Render(DX11RenderContext context)
   at VVVV.DX11.Lib.RenderGraph.DX11DeviceRenderer.ProcessNode(DX11Node node)

04:39:39 ERR : System.DivideByZeroException in VVVV.PluginInterfaces: Attempted to divide by zero.

It is logged a few times per second and also makes "ML?" blink constantly in the Perf Meter.

I am using 32.1 64bit with the latest DX11 pack release (05.12.13) and all this is happening while the rendering (using mre.mdmod 2.1) is working fine.

The problem is that its making the TTY render useless for debugging, as this error gets logged so often.

vux 23/01/2014 - 19:13

@seltzdesign : still need a help patch if possible, since giving me exception is not much help (sounds like you send a nil somewhere tho).

And please as mentioned ;)

KX 19/05/2014 - 14:26

I wanted to use DX11 videoin in b32 but it missed.
Do you know why?

tekcor 15/08/2014 - 19:31

sorry but can i bumb this? its on page 100 or something

milo 09/10/2014 - 16:05

seems that the 64Bit (33.3) version has a problem findig assimp.dll

milo 09/10/2014 - 16:29

alright. you need to install vc2012 c++ redist either 32 or 64bit to make it work

jzzxh 23/10/2014 - 02:49

hi all v4s

I got the problem with "DX9toDx11" node issue, had any one happened?

i got blink effects!!!!


ujif 30/10/2014 - 18:00


First time install vvvv 32bit on win8 64, than add DirectX11 Nodes Alpha
Now cant open vvvv. Just grey squer of vvvv opening permonently and nothing .

Never use vvvv befor today. Maybe i`am doing smth wrong?


joreg 02/11/2014 - 13:52

@ujif: first try starting vvvv without dx11 pack and see if that works. then try troubleshooting#logstartup

mediadog 03/11/2014 - 21:19

@ujif: That's what happens to me if I try and run on a PC that the gfx card does not support DX11, like an older laptop. What graphics do you have?

StiX 14/11/2014 - 00:45

anybody have a flat directional shader lying around? :3

antokhio 15/11/2014 - 08:31

u can do GSFX Per vertex normals from contribs and u will have flat shading on any directional shader

mediadog 04/05/2015 - 21:03

With the new b33.7-x85 vs. b33x-86 pack, I am getting about half the framerate, and frequent system crashes and stacktraces when I have renderers on outputs of two graphics cards (GTX780s). With 33x, I get roughly 70fps, and 33.7 I get about 32fps. But the worst part is the hard system crashes, which can happen in minutes to hours, but almost always within 12-24 hours. While I usually get a crash, sometimes vvvv just starts getting stacktraces:

ERR : Exception caused by node during render :/1000/73/77/0/51
 ERR : SlimDX.DXGI.DXGIException in SlimDX: DXGI_ERROR_DEVICE_REMOVED: Hardware device removed. (-2005270523)
    at SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
    at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
    at SlimDX.DXGI.SwapChain..ctor(Factory factory, ComObject device, SwapChainDescription description)
    at FeralTic.DX11.Resources.DX11SwapChain..ctor(DX11RenderContext context, IntPtr handle, Format format, SampleDescription sampledesc, Int32 rate, Int32 bufferCount)
    at VVVV.DX11.Nodes.DX11RendererNode.Update(IPluginIO pin, DX11RenderContext context)
    at VVVV.DX11.Nodes.DX11RendererNode.Render(DX11RenderContext context)
    at VVVV.DX11.Lib.RenderGraph.DX11DeviceRenderer.ProcessNode(DX11Node node)
  -  : Stack Trace
  -  :    at SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
    at SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
    at SlimDX.DXGI.SwapChain..ctor(Factory factory, ComObject device, SwapChainDescription description)
    at FeralTic.DX11.Resources.DX11SwapChain..ctor(DX11RenderContext context, IntPtr handle, Format format, SampleDescription sampledesc, Int32 rate, Int32 bufferCount)
    at VVVV.DX11.Nodes.DX11RendererNode.Update(IPluginIO pin, DX11RenderContext context)
    at VVVV.DX11.Nodes.DX11RendererNode.Render(DX11RenderContext context)
    at VVVV.DX11.Lib.RenderGraph.DX11DeviceRenderer.ProcessNode(DX11Node node)

This is happening in a patch that is sending one layer to six renderers, three on each graphics card, using the ViewPort node to map the displays. The above happens for each of all six renderer nodes, not just the second card.

I have updated nVidia drivers, and tried SLI on, off, and activate all displays with no change. By just changing the DX11 pack back to 33x, I do not see the problem (but then see spurious black textures from DX9->DX11 video).

If needed I can try to isolate the problem into a patch, but as it can take hours to see the problem it may take a bit.

This is a total and literal show-stopper - any help greatly appreciated!

milo 05/05/2015 - 09:27

i already started a related post - guess its the same behavior


juan ferrari 26/10/2015 - 18:57

Where can I find c++ 2012 redistributable for Assimp????
I know its a simple question, but Ive been struggling for a long time to find it.. All DX11 nodes are not working, so I hope this could solve it..

joreg 26/10/2015 - 18:59

@juan if you run setup.exe it will tell you if you have that installed and if not you can install it from there. it really only for the assimp nodes though. so if all others are not working, that will not help.

mediadog 28/11/2015 - 02:39

In the latest version (33.7) Text nodes are red on two systems that have never had Visual Studio installed on them, they are OK on systems that have. This is with 33.7_x86 and 34.2_x86, in all cases setup.exe is all green.

Running Dependency Walker on VVVV.DX11.Nodes.Text.dll shows two DLLs as missing: MSVCP120D.DLL and MSVCR120D.DLL. Note these are debug version of the C runtime libraries.

Looks like this package is distributed as a debug build, and should not be?

mediadog 28/11/2015 - 02:45

OK this is weird - I went to check if there was the same problem with 33.7_x64, and there was not. Went back and tried the x86 version, and the problem was gone there too. So after installing the x64 CRTs, the problem with the x86 version went away.

So it looks like the x86 DX11 version of the text DLL is dependent on some DLLs installed with the x64 CRTs.


So the important difference was not that VS had never been installed, but the machines showing the red nodes had never had an x64 version of vvvv installed before.

TremensS 04/12/2015 - 20:31

Hey there!

@vux: any chance/plan of a FrameDelay (DX11.Texture 3D) any soon? (...or any smart cheat workaround till then?)
Just started to experiment with 3D textures in shaders but fear I will be stuck until this one little guy pops out! :)

Thanks for the info!

microdee 04/09/2016 - 00:15

for version 0.7 on latest alpha: all layer space nodes stopped working for me and I was using them as crazy. No red nodes no tty. Screenshot:

letoast 19/09/2016 - 16:10

3D text didn't make it to the last update? :(

microdee 19/09/2016 - 22:29

It's on github, but it doesn't work for me yet, probably that's why it's not in release

mburk 07/02/2017 - 10:22

Thanks for this great update!

Text (DX11.Geometry) isn't working for me though.
Renderer in Girlpower is black.
On Windows 10, x64, NVIDIA 1080.

microdee 07/02/2017 - 15:47

vl breaks 3D text. probably because of dll version collision.

ggml 09/02/2017 - 17:47

added the 1.0.1 x64 pack to a clean install of beta5 and v4 wont start anymore. remove the pack and it works again.

kamanlam 17/07/2017 - 20:54

please bear with my beginner's question...
i've tried everything i could (checked nodelist... visual studio installed),
but all DX11 nodes are still red... help please? :(

red nodes
hyunwoo-do 21/09/2017 - 03:38

same problem like kamanlam ㅠㅠ

catweasel 21/09/2017 - 14:11

There seems to be a assimp issue with x86 geometry loaders are red

mburk 26/09/2017 - 14:54

hi kamanlam
you should double check, if you downloaded the right version of the pack: x86 or 64.
Also I recommend to use 7-zip for decompression.

synth 02/07/2019 - 13:37

I had trouble playing H265 and ProRes files with the VLC node.

To fix it i went to \packs\dx11\nodes\plugins\vlc folder and removed the following files/folders:

  • libvlc.dll
  • libvlccore.dll
  • plugins folder

Then i downloaded and installed the latest VLC from their site and copied the above files from VLC install folder back to DX11 pack in their respective places.

So far is working fine :)

mediadog 01/10/2019 - 01:24

The Cylinder (DX11.Geometry) node is not acting how I expected; I thought it would follow the behavior of the Segment node, but it only sort of does. When cycles is < 1 and > .5, it closes the edges instead of creating a wedge opening. But when cycles is < .5, the caps form the expected segment, but the edges are directly closed to each other and do not follow the cap edges.

I would expect the caps to follow the Segment behavior, and in all cases where Cycles is < 1, the cylinder faces follow the caps. The current behavior just does not seem sensical. This is with 38.1 and DX11 1.3.1.

Cycles >.5 <1
Cycles < .5

anonymous user login


~13h ago

tonfilm: @strblau they are in the dx11 pack: directx11-nodes

~21h ago

strblau: @schlonzo I DID IT! Thank you so much

~21h ago

schlonzo: @strblau install addonpack

~1d ago

strblau: anyone knows how to find kinect2 (dx11,flateric) node?

~5d ago

bjoern: Need someone to patch for you? I am looking for a job :)

~5d ago

joreg: Need some patching help? This evening: Patching Circle with everyoneishappy of InstanceNoodles and FieldTrip fame: patching-circle-a-vvvv-support-group

~6d ago

mrboni: 'Acoustic trap display' creates a 3D floating and animated image that can produce sound