As a workaround you could try to use a dedicated instance for capturing and then share the texture with your “main-instance”. This will of course introduce more latency.
there are no Decklink drivers for DX11
Texture sharing is only an option if I don’t figure out why I get such a “slow” input, it should be super fluid, the patch is running fine at 60fps and the input looks fine in the help patch also at 60fps.
I know I should post an example, but it is quite complex so I wouldn’t, I will try to make an example if possible
I am using the original one with a USB intensity shuttle, it works great, but the intensity is very picky about which USB3 drivers the motherboard has… or perhaps some driver update fixed that? so make sure your computer is compatible with the interface.
regarding the DX11 drivers, it’s cool, but my big complex patch is DX9, so I still need to get it working in DX9 somehow.