Showing results for November 2019 - DirectX Developer Blog

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 to b...

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 D3D9o...

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 sy...