3dmigoto — Dx12 [exclusive]

Are you interested in trying out 3DMigoto? Always ensure you download the correct version (DX11 vs DX12) for your specific game, and remember to support the open-source developers who keep these tools updated!

In communities like the Genshin Impact Model Importer (GIMI) or Honkai: Star Rail modding spaces, 3DMigoto is used to alter character aesthetics. When these games move towards DX12-exclusive requirements, players lose access to specific features: d3d12 please · Issue #354 · bo3b/3Dmigoto - GitHub

The 3DMigoto codebase is open‑source (hosted at github.com/bo3b/3Dmigoto ), which means a motivated group of developers theoretically create a DX12 fork. Some community members have already begun exploring this:

The core of 3DMigoto is a —a massive piece of code that intercepts hundreds of DX11 API functions. Porting this to DX12 would require rewriting almost every one of those interceptors for a completely different API set, with new data structures, command list semantics, and resource management paradigms. 3dmigoto dx12

If you are looking to mod a specific game using 3DMigoto, let me know: What is the you are trying to mod?

Inject modified code to alter lighting, textures, or geometry.

DX12 is a lower-level API. Shaders are often compiled differently, and the pipeline state objects (PSOs) can make finding specific shaders harder. Are you interested in trying out 3DMigoto

Here's a basic example of how to use 3DMigoto:

Mastering 3DMigoto for DirectX 12: A Comprehensive Guide to Shader Modding and Graphics Manipulation

Are you trying to install a mod that requires a newer 3DMigoto? Let me know! d3d12 please · Issue #354 · bo3b/3Dmigoto - GitHub If you are looking to mod a specific

DirectX 12 offers better performance through low-level hardware access, but this complexity makes modding harder than in DX11. 3DMigoto DX12 bridges this gap, enabling:

DX12, short for DirectX 12, is a low-level, low-overhead hardware abstraction layer (HAL) developed by Microsoft. It's designed to provide a more efficient and streamlined way for developers to access and utilize the capabilities of modern graphics processing units (GPUs). DX12 is the successor to DirectX 11 and has been widely adopted by game developers and graphics professionals due to its improved performance, reduced overhead, and better multi-threading support.

While the desire for a "3DMigoto DX12" version is high, the technical reality means it remains an unfinished project for now. The API is too different, the development cost is too high, and the payoff is currently too low for developers to commit to a rewrite. However, thanks to the ingenuity of the gaming community, the vast majority of current popular titles can still be modified by utilizing DX11 fallback modes and specialized hooking configurations.

This is the most common and effective solution. If a modern game supports DirectX 11, you can simply force it to run in DX11 mode instead of DX12.

3DMigoto has served as the cornerstone for shader injection and stereoscopic 3D modding in the DX11 era. However, as the gaming industry shifts toward low-level APIs like DirectX 12, the framework faces significant architectural roadblocks. This paper examines why 3DMigoto does not natively support DX12, the complexities introduced by DX12’s explicit resource management, and the current community efforts—such as "Geo11" and experimental DX12 wrappers—to maintain visual modding capabilities in modern titles.