I am making new patches using DX11 and since I am creating intense flicker tearing becomes very visible.
From DX9 I am used to horizontal tearing and the solution is to keep presentation interval to default or force it to be wait for frame.
I have no such option in DX11 and I have tried playing around with VSync and buffer numbers, but it doesn’t seem to help. And besides this, I am suspecting that it might be something different since the tearing in DX11 is diagonal.
I’ve seen tearing in dx11 too, I think that its the main issue at the moment!
As Manuel suggested shared texture to dx9 is a solution, there was a test build with a fullscreenable renderer that vux was working on, maybe talk to him and see where thats at?
this is rather strange effect… i haven’t seen anything like that in my patches…
can only suggest to check ur pipeline i think might some shader function is overextended or incorrect