Showing results for 2019 - DirectX Developer Blog

Dec 17, 2019
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Demystifying Fullscreen Optimizations

Hannah Fisher
Hannah Fisher

We wrote this article to explain the difference between Fullscreen Exclusive and Fullscreen Optimizations. This article goes details the roll out and the benefits that come with Fullscreen Optimizations.

DirectXGamingGraphics
Nov 20, 2019
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DirectX 12 and Fortnite

Jacques van Rhyn
Jacques van Rhyn

On Monday, Epic Games announced that DirectX 12 support is coming to Fortnite. And today, the wait is over: anyone updating to the v11.20 patch has the option to try out Fortnite’s beta DX12 path! What does this all mean? Let's see if we can help!   What’s wrong with DX11? Nothing! We at the DirectX team designed DirectX 11 ...

Nov 20, 2019
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CPU- and GPU-boundedness

Jacques van Rhyn
Jacques van Rhyn

We wrote this article to explain two key terms: CPU-bound and GPU-bound. There's some misinformation about this terms, and we're hoping this article can help fix this problem. Even though applications run on the CPU, many modern-day applications require a lot of GPU support. These apps generate a list of rendering instructions (i.e. the math ...

Nov 13, 2019
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Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs

Randy Tidd
Randy Tidd

D3D is introducing D3D9on12 with resource interop APIs and adding similar resource interop APIs to D3D11on12.  With this new support, callers can now retrieve the underlying D3D12 resource from the D3D11 or D3D9 resource object even when the resource was created with D3D11 or D3D9 API.   The new D3D9On12 API can be found in the insider SDK in ...

Nov 11, 2019
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Coming to DirectX 12: More control over memory allocation

Jesse Natalie
Jesse Natalie

In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are “impermanent” properties, which don’t affect the resulting memory itself, but rather the way in which it’s allocated. This gives app developers more control and flexibility.

Nov 4, 2019
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Coming to DirectX 12— Sampler Feedback: some useful once-hidden data, unlocked

Claire Andrews
Claire Andrews

Why Feedback: A Streaming Scenario Suppose you are shading a complicated 3D scene. The camera moves swiftly throughout the scene, causing some objects to be moved into different levels of detail. Since you need to aggressively optimize for memory, you bind resources to cope with the demand for different LODs. Perhaps you use a texture streaming ...

Oct 28, 2019
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Dev Preview of New DirectX 12 Features

Jianye Lu
Jianye Lu

In this blog post, we will preview a suite of new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback. All these features are currently available in Windows 10 Insider Preview Builds (20H1).

Oct 22, 2019
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A Look Inside D3D12 Resource State Barriers

Bill Kristiansen
Bill Kristiansen

Many D3D12 developers have become accustomed to managing resource state transitions and read/write hazards themselves using the ResourceBarrier API. Prior to D3D12, such details were handled internally by the driver.  However, D3D12 command lists cannot provide the same deterministic state tracking as D3D10 and D3D11 device contexts.  Therefore, ...