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
General Changelog here :
Requires vvvv beta33.7 or newer.
Many thanks to people who are currently supporting development :
Removed that comment, path are on b30 by default.
Let me be the first to say- Yay!
You rock Mr Vux :)
all hail vux!
everything we know is wrong again \o/
un grand merci!
OMG, its really happening!
Ça envoie du steak ! Merci :)
new tools - new horizons, thank you Mr Vux !
thanks vux ! we owe you so much !
thank you vux vvvvery much! you are great!
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 ?
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.
all dx11 nodes are red for me :/
@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?
i did some tweaking and it works, sorry to rush here so fast -_-
altough is dx11 heavier on performance?
@Stix it performs much more fast in general.... look the pipet example
"yay" is exactly what I wanted to say too :)
@geometrica: No "pipet" node except for OpenCV now, all DX11 stuff seems to be here fine. Is there a DX11 pipet?
it's in examples from workshop
Sorry to be dense/blind, but I cannot find it in the node13 workshop DX11 rendering techniques I zip. Am I missing it? Thanks!
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?
You have to be careful with this two pins. Thouse buggers can brake render.
@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:
Also now feraltic is included as submodule, so check out should build out of the box.
Thanks vux... can't wait :)
great news vux :)
sounds great thx vux
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
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
in case someone stumbles across this too, vertical sync only works when windows7 runs in aero mode
Next release on the way, still few bits to sort, but here is little teaser:
ouhyeah! great stuff!
looking forward to it
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?
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.
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.
i found a problem in ToSharedTextureNode.cs line 71:
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?
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
@sebl ah forgot that, please do a pull request and i'll integrate it
Metaballs is missing dragging and dropping vvvv.dx11.nodes.dll doesn't fix it...
32 or 64?
can you screenshot and post on github?
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?
@tekcor: this is actually handled grazefully, if you:
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.
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?
not sure what you mean. anyway this is not a dx11 topic, so please move into forum if still a problem.
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.
@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 ;)
I wanted to use DX11 videoin in b32 but it missed.
Do you know why?
sorry but can i bumb this? its on page 100 or something
seems that the 64Bit (33.3) version has a problem findig assimp.dll
alright. you need to install vc2012 c++ redist either 32 or 64bit to make it work
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?
@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?
anybody have a flat directional shader lying around? :3
u can do GSFX Per vertex normals from contribs and u will have flat shading on any directional shader
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:
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!
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..
@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.
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?
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.
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:
3D text didn't make it to the last update? :(
It's on github, but it doesn't work for me yet, probably that's why it's not in release
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.
vl breaks 3D text. probably because of dll version collision.
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.
same problem like kamanlam ㅠㅠ
There seems to be a assimp issue with x86 geometry loaders are red
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.
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:
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 :)
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.
the most recent build
anonymous user login