Showing category results for DirectX

Mar 13, 2025
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DirectX at GDC 2025

Adele Parsons
Adele Parsons

We’re counting down the days until the Microsoft DirectX team will be at the Game Developers Conference 2025 with a lineup of exciting sessions and announcements to push the boundaries of game development. Whether you’re a seasoned graphics developer or just diving into the world of DirectX, our sessions will offer valuable insights into the latest...

Jan 30, 2025
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Agility SDK 1.716.0-preview: New D3D12 Video Encode Features

Silvio Vilerino
Silvio Vilerino

UPDATE 9/25/25: This feature is now supported in retail as of the 1.618 Agility SDK. Today DirectX 12 provides APIs to support GPU video encode acceleration for several applications, as detailed in D3D12 Video Encoding - Windows drivers | Microsoft Learn previous blog posts such as Announcing new DirectX 12 feature - Video Encoding! - DirectX De...

Jan 30, 2025
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Agility SDK 1.716.0-preview & 1.615-retail: Shader hash bypass

Amanda Adams Amar Patel
Amanda,
Amar

The D3D runtime as of 1.615 officially supports applications opting to bypass shader hash validation. The historical purpose of the hash that the DX shader compiler embeds in every shader binary was to give the D3D runtime to confidence that shaders being given to it are well formed.  The assumption was that a hashed shader likely came from an o...

Jan 30, 2025
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AgilitySDK 1.716.0-preview and 1.615-retail

Amanda Adams Tanner Van De Walle
Amanda,
Tanner

We are pleased to announce both a retail release of Shader hash bypass and a preview AgilitySDK release with several new features, available on Agility SDK Downloads today! You can find detailed information about all the features on the individual blog pages: ...

Jan 27, 2025
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Agility SDK 1.716.0-preview: Application Specific Driver State

Henchhing Limbu
Henchhing Limbu

UPDATE 9/25/25: This feature is now supported in retail as of the 1.618 Agility SDK. Today we’re excited to announce the release of a new D3D12 feature: Application Specific Driver State. This feature is intended to be used by capture/replay tools, such as PIX on Windows, to help with issues caused by “app detect” behavior. Background D3D12 dr...

Jan 23, 2025
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Agility SDK 1.716.0-preview: Recreate At GPUVA

Roland Shum
Roland Shum

UPDATE 9/25/25: This feature is now supported in retail as of the 1.618 Agility SDK. New Recreate At GPUVA Feature After months of effort from both our hardware partners and us, the D3D12 team is happy to announce the preview of the Recreate At GPUVA feature as part of its Agility SDK Downloads 1.716 release. This feature is mostly intended to be...

Jan 6, 2025
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Enabling Neural Rendering in DirectX: Cooperative Vector Support Coming Soon

Cassie Hoef Serena Tang
Cassie,
Serena

Neural Rendering: A New Paradigm in 3D Graphics Programming In the constantly advancing landscape of 3D graphics, neural rendering technology represents a significant evolution. Neural rendering broadly defines the suite of techniques that leverage AI/ML to dramatically transform traditional graphics pipelines. These new methods promise to push th...

Dec 17, 2024
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Agility SDK 1.716.0-preview: Tight Alignment of Resources

Tanner Van De Walle
Tanner Van De Walle

UPDATE 9/25/25: This feature is now supported in retail as of the 1.618 Agility SDK. We’re pleased to announce that we have a new preview Agility SDK out today, letting developers try out the new Tight Alignment feature! You can find the NuGet package here. Background When placed resources were introduced in D3D12, there was an intention...

Oct 23, 2024
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DirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1 Upscaler

Norman Chen
Norman Chen

Following our initial announcement of the DirectSR preview, we are pleased to share an update. DirectSR, our standardized super resolution (SR) API for D3D12 titles, now supports FSR 3.1 (upscaler-only), bringing enhanced upscaling capabilities to further improve your gaming experience. Learn more about FSR 3.1 here. What’s New with FSR 3.1? With...

DirectXDirect3D12D3D12
Sep 19, 2024
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DirectX Adopting SPIR-V as the Interchange Format of the Future

Chris Bieneman Cassie Hoef
Chris,
Cassie

Today the Direct3D and HLSL teams are excited to share some insight into the next big step for GPU programmability. Once Shader Model 7 is released, DirectX 12 will accept shaders compiled to SPIR-V™. The HLSL team is committed to open development processes and collaborating with The Khronos® Group and LLVM Project. We’re sharing this information a...