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.
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.
D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency. In this new and improved pre-rasterization pipeline, Mesh and Amplification Shaders will optionally replace the section of the pipeline consisting of the Input Assembler as well as Vertex,
An overview of features in DXR Tier 1.1.
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.