Showing results for 2020 - DirectX Developer Blog

Nov 23, 2020
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In the works: HLSL Shader Model 6.6

Greg Roth
Greg Roth

  Microsoft and its partners are happy to announce the development of Shader Model 6.6, the latest advancement in HLSL capability. Shader Model 6.6 will grant shader developers increased flexibility to enhance and expand existing rendering approaches and devise all new ones. New features include expanded atomic operations, dynamic r...

Oct 29, 2020
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DirectX 12 Ultimate for Holiday 2020

Jianye Lu
Jianye Lu

DirectX 12 Ultimate is the new gold standard for gaming graphics on both PC and the next generation of Xbox consoles. In this blog post, we will show PC gamers which hardware fully support DX12 Ultimate, how to use Xbox Game Bar to check for DX12 Ultimate support, and where to find games utilizing DX12 Ultimate features.

DirectX 12PC GamingDirectX 12 Ultimate
Oct 19, 2020
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D3D12 Debug Layer Message Callback

Zichuan Gong
Zichuan Gong

Finally, D3D12 messages that you can easily integrate with your own application logs! The D3D12 InfoQueue Message Callback feature allows developers to capture debug messages, with stack context, providing yet another essential debugging tool for error analysis. To date, D3D12 has had ID3D12InfoQueue API. However, developers always wants there to b...

Oct 16, 2020
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D3D12 Debug Object Auto-Naming

Bill Kristiansen
Bill Kristiansen

As of Windows 10 Release Preview 20236, there is now an option to enable automatic naming of D3D12 objects. Debug Object Auto-Names are unique, and descriptive, and are easy to enable programmatically or using d3dconfig.

Sep 1, 2020
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DirectStorage is coming to PC

Andrew Yeung - MSFT
Andrew Yeung - MSFT

Earlier this year, Microsoft showed the world how the Xbox Series X, with its portfolio of technology innovations, will introduce a new era of no-compromise gameplay. Alongside the actual console announcements, we unveiled the Xbox Velocity Architecture, a key part of how the Xbox Series X will deliver next generation gaming experiences. We’re e...

DirectXPC GamingDirectStorage
Aug 27, 2020
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New in DirectX— Feature Level 12_2

Claire Andrews
Claire Andrews

What’s a feature level? If you’re a game developer who has spent any amount of time with computer hardware, or perhaps a computer game which simulates working with it, you will know that graphics cards are not all the same. There’s differentiation. Differentiation not only of overall performance characteristics, but the kinds of available funct...

Jun 30, 2020
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Hardware Accelerated GPU Scheduling

Steve Pronovost
Steve Pronovost

Abstract You may have noticed a mysterious new optional feature called Hardware Accelerated GPU Scheduling appear in the advanced graphics settings page with the Windows 10 May 2020 update. The purpose of this blog is to give some background on this new feature and how we are introducing it. It is intended for folks curious about Windows internals...

May 26, 2020
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Iterating on Variable Rate Shading in Gears Tactics

Jacques van Rhyn
Jacques van Rhyn

Gears Tactics is the very first game to ship with support for DirectX 12 Variable Rate Shading (VRS), one of the major features in DirectX 12 Ultimate. VRS let Gears Tactics achieve large performance gains – up to 18.9% (!) – on a wide range of hardware with a minimal impact on visual quality. Check out this guest post where Jacob Nelson and Cam...

May 19, 2020
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DirectX ❤ Linux

Steve Pronovost
Steve Pronovost

Overview of the upcoming support for DX12, NVIDIA CUDA, OpenGL and OpenCL acceleration in the Windows Subsystem for Linux.