Re: dgVoodoo 2 for DirectX 11
Posted on 2016-12-20, 08:43
Why not use Komat's method then if it seems to function fine without the brief lagging? D3D11 can only accept shader byte code of version 4.x/5.0, so old D3D8/9 shaders (1.x - 3.x) cannot be utilized without recompiling. Though seems like Komat is only compatible with Pandora Tomorrow rather than …