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    The team at Microsoft responsible for the design and evolution of the Direct3D APIs and runtime.
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    New in D3D12 – GPU-Based Validation (GBV) is now available for Shader Model 6.x
    April 2nd, 2019

    In the next update to Windows, codenamed 19H1, the DirectX12 debug layer adds support for GPU-based validation (GBV) of shader model 6.x (DXIL) as well as the previously supported shader model 5.x (DXBC).
    GBV is a GPU timeline validation that modifies and injects validation instructions directly into application shaders.

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

    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,

    Announcing Microsoft DirectX Raytracing!
    March 19th, 2018

    If you just want to see what DirectX Raytracing can do for gaming, check out the videos from Epic, Futuremark and EA, SEED.  To learn about the magic behind the curtain, keep reading.
    3D Graphics is a Lie
    For the last thirty years,

    GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level
    March 1st, 2017

    If you are a Windows game developer using DirectX 12, you know that great tools are essential for getting the most out of the graphics hardware. In the past few months, we’ve been making rapid progress on delivering the tools you’ve requested.

    DX12 performance tuning and debugging – PIX on Windows (beta) released!
    January 17th, 2017

    Continued commitment to gaming on Windows 10
    With Windows 10, we promised to build an OS designed for PC gaming, with DirectX 12 as one of the cornerstones of the Windows 10 gaming experience. In the 18 months since our release,

    Hello World: DirectX 12 developer edition
    July 28th, 2015

    Hello graphics developer pals! We’re as excited as a ninja-cat-riding-a-T-Rex to share our work with you all. We’ve been working with some of you already and we’re excited to welcome any newcomers! So, let me give you a little tour of where you can find the content you may be looking for.

    GRFX at //build 2015: What will you build?
    May 5th, 2015

    Hi all!
    Wow, we’ve had a busy year for the graphics teams here at Microsoft.  In addition to busily building the graphics features and upgrades you’ll get your hands on with Windows 10, we’ve been out and about. We’ve run into you at standout events like GDC,

    DirectX 12 Rocks in 3DMark’s API Overhead Test
    March 26th, 2015

    Have you been itching to try DirectX 12 for yourself?  Well today you can, with the release of Futuremark’s 3DMark API Overhead feature test, the first publicly available DirectX 12 application!  The fact that DirectX 12 dramatically improves multithread scaling and CPU performance isn’t a surprise,

    DirectX 12 at GDC 2015
    February 27th, 2015

    Are you ready to bring the power of DirectX 12 to your game?
    Hear Phil Spencer, head of Xbox, talk about The Future of Gaming Across the Microsoft Ecosystem

    Attend our technical sessions to learn the latest about DirectX 12
    Advanced DirectX12 Graphics and Performance (Wednesday 2-3pm,

    DirectX 12
    March 20th, 2014

    What’s the big deal?
    DirectX 12 introduces the next version of Direct3D, the graphics API at the heart of DirectX.  Direct3D is one of the most critical pieces of a game or game engine, and we’ve redesigned it to be faster and more efficient than ever before. 

    Relevant Links

    @DirectX12 (Twitter)

    DirectX Discord server

    DirectX-Specs (GitHub)

    DirectX-Graphics-Samples (GitHub)

    DirectX 12 and Graphics Education (YouTube)

    PIX on Windows (Performance tuning and debugging for DirectX 12)

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