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    DirectX Developer Blog

    March 2019

    New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects
    D3D TeamD3D TeamMarch 26, 2019Mar 26, 201903/26/19

    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,

    A corgi holding a stick in Unity's ML Agents
    DirectML at GDC 2019
    AvatarCassie HoefMarch 21, 2019Mar 21, 201903/21/19

    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,

    Variable Rate Shading: a scalpel in a world of sledgehammers
    AvatarJacques van RhynMarch 18, 2019Mar 18, 201903/18/19

    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 Variable Rate Shading.

    World of Warcraft uses DirectX 12 running on Windows 7
    Jianye LuJianye LuMarch 12, 2019Mar 12, 201903/12/19

    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.

    Relevant Links

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