Showing results for March 2019 - DirectX Developer Blog

Mar 26, 2019
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New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects

D3D Team
D3D Team

In the next update to Windows, codenamed 19H1, developers can specify DXR state subobjects inside a DXIL library. This provides an easier, flexible, and modular way of defining raytracing state, removing the need for repetitive boilerplate C++ code. This usability improvement was driven by feedback from early adopters of the API, so thanks to all t...

Mar 21, 2019
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DirectML at GDC 2019

Cassie Hoef
Cassie Hoef

Introduction Last year at GDC, we shared our excitement about the many possibilities for using machine learning in game development. If you’re unfamiliar with machine learning or neural networks, I strongly encourage you to check out our blog post from last year, which is a primer for many of the topics discussed in this post. This year, we’re ...

Mar 18, 2019
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Variable Rate Shading: a scalpel in a world of sledgehammers

Jacques van Rhyn
Jacques van Rhyn

One of the sides in the picture below is 14% faster when rendered on the same hardware, thanks to a new graphics feature available only on DirectX 12. Can you spot a difference in rendering quality? Neither can we.  Which is why we’re very excited to announce that DirectX 12 is the first graphics API to offer broad hardware support for Varia...

Mar 12, 2019
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World of Warcraft uses DirectX 12 running on Windows 7

Jianye Lu
Jianye Lu

Today, with game patch 8.1.5 for World of Warcraft: Battle for Azeroth, Blizzard becomes the first game developer to use DirectX 12 for Windows 7! Now, Windows 7 WoW gamers can run the game using DirectX 12 and enjoy a framerate boost.