DirectXTK12 Project Setup Instructions

03/15/2026 00:59 GM Wifo#1
1. Download DirectXTK:
[Only registered and activated users can see links. Click Here To Register...]
Extract to: C:\Dev\DirectXTK12

2. Project Properties → VC++ Directories:
Include Directories:
$(VC_IncludePath);$(WindowsSDK_IncludePath);../DirectXTK12/Inc

Library Directories:
$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86 );../DirectXTK12

3. Linker → Input → Additional Dependencies:
DirectXTK12.lib
d3d12.lib
dxgi.lib
dxguid.lib
ucrt.lib

4. EPISODE 6.4 game-pt-ps0182

Game FPS pointer = 0x22B7FF4

Note:
You need to create your own CPP code that links to game.exe,
and also hook the window class and title.

Example test code (window.cpp):

#include "SpriteBatch.h"
#include "SpriteFont.h"
#include "SimpleMath.h"

int main() {
DirectX::SimpleMath::Vector2 v(1.0f, 2.0f);
return 0;
}

03/16/2026 14:03 [DN]#2
Nice work but people should probably keep expectations realistic :p

Its just a wrapper that doesn’t really give any benefit in PvP, you might see higher FPS on empty maps but once player models show up it drops back to basically the same FPS as dx9.

In real gameplay situations the performance will be unchanged, the only real upside with this atm would be for servers to advertise “WOW DX12 support”, which sounds good until people actually try it and realize it behaves the same as DX9 and they got click baited.

Still interesting from a technical standpoint though and props for putting the time into this.