Showing category results for DirectX

Sep 11, 2025
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Shader Model 6.9 and The Future of Cooperative Vector

Serena Tang
Serena Tang

Direct3D Cooperative Vector is Evolving DirectX continues to evolve to support the growing demands of AI and machine learning workloads. As part of this effort, we plan to introduce an expanded suite of linear algebra capabilities in a future Shader Model release, unlocking even more robust GPU acceleration for bedrock AI/ML computations within th...

Aug 20, 2025
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Introducing Advanced Shader Delivery

Wendy Ho Jesse Natalie Cassie Hoef
Wendy,
Jesse,
Cassie

This year at gamescom, Microsoft is highlighting new gaming features coming for Windows, particularly for handheld devices. We want to highlight one of the DirectX team’s most exciting new contributions to the PC gaming ecosystem, which will make its debut on the new ROG Xbox Ally and ROG Xbox Ally X. Advanced shader delivery addresses one of th...

Jun 2, 2025
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D3D12 Cooperative Vector

Amar Patel Greg Roth
Amar,
Greg

Welcome to the preview release for Cooperative Vector support in D3D12.  This exposes powerful new hardware acceleration for vector and matrix operations, enabling developers to efficiently drive neural rendering techniques directly from individual shader threads in real-time graphics pipelines. In research and in industry, machine learning ...

May 30, 2025
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D3D12 Opacity Micromaps

Amar Patel Adam Miles
Amar,
Adam

DirectX Raytracing (DXR) now supports Opacity Micromaps (OMMs), enabling hardware to handle alpha tested geometry more efficiently than relying only on costly AnyHit shader invocations. At GDC 2025 DXR 1.2 was announced including OMMs, and you can see it discussed in this: GDC DirectX State Of The Union YouTube Recording. In the video, Remed...

May 30, 2025
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D3D12 Shader Execution Reordering

Amar Patel
Amar Patel

Shader Execution Reordering (SER) is an addition to DirectX Raytracing that enables application shader code inform hardware how to find coherency across rays so they can be sorted to execute better in parallel. At GDC 2025 DXR 1.2 was announced including SER, and you can see it discussed in this: GDC DirectX State Of The Union YouTube Record...

May 30, 2025
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Agility SDK 1.717-preview and 1.616-retail

Adele Parsons
Adele Parsons

We are pleased to announce both a retail and preview Agility SDK release with several new features, available on Agility SDK Downloads today! As usual, the features in this release come with Day One PIX support. Please read the PIX blog post for more information. Agility SDK 1.717-preview features Check out the full sp...

Mar 20, 2025
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Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025! 

Cassie Hoef
Cassie Hoef

Today in the DirectX State of the Union at GDC 2025, we proudly showcased the next evolution in graphics with the announcement of DirectX Raytracing (DXR) 1.2. This update promises groundbreaking performance improvements and breathtaking visual fidelity, marking another milestone in our mission to deliver immersive, realistic experiences to gamers ...

Mar 13, 2025
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DirectX at GDC 2025

Adele Parsons
Adele Parsons

We’re counting down the days until the Microsoft DirectX team will be at the Game Developers Conference 2025 with a lineup of exciting sessions and announcements to push the boundaries of game development. Whether you’re a seasoned graphics developer or just diving into the world of DirectX, our sessions will offer valuable insights into the latest...

Jan 30, 2025
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Agility SDK 1.716.0-preview: New D3D12 Video Encode Features

Silvio Vilerino
Silvio Vilerino

Today DirectX 12 provides APIs to support GPU video encode acceleration for several applications, as detailed in D3D12 Video Encoding - Windows drivers | Microsoft Learn previous blog posts such as Announcing new DirectX 12 feature - Video Encoding! - DirectX Developer Blog. In this blog post we’re happy to announce a series of new features incl...

Jan 30, 2025
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Agility SDK 1.716.0-preview & 1.615-retail: Shader hash bypass

Amanda Adams Amar Patel
Amanda,
Amar

The D3D runtime as of 1.615 officially supports applications opting to bypass shader hash validation. The historical purpose of the hash that the DX shader compiler embeds in every shader binary was to give the D3D runtime to confidence that shaders being given to it are well formed.  The assumption was that a hashed shader likely came from an o...