DirectX Developer Blog

The latest news on Microsoft's Graphics and Display technology

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

D3D Team

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, so thanks to all those who took the time to share your experiences with us! The D3D12RaytracingLibrarySubobjects sample illustrates using library subobjects in an application. What are library subobjects? Library subobjects are a way to configure raytracing pipeline state by definin...

Mar 21, 2019
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DirectML at GDC 2019

Cassie Hoef

Introduction Last year at GDC, we shared our excitement about the many possibilities for using machine learning in game development. If you’re unfamiliar with machine learning or neural networks, I strongly encourage you to check out our blog post from last year, which is a primer for many of the topics discussed in this post. This year, we’re furthering our commitment to enable ML in games by making DirectML publicly available for the first time. We continuously engage with our customers and heard the need for a GPU-inferencing API that gives developers more control over their workloads to make integration w...

Mar 18, 2019
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Variable Rate Shading: a scalpel in a world of sledgehammers

Jacques van Rhyn

One of the sides in the picture below is 14% faster when rendered on the same hardware, thanks to a new graphics feature available only on DirectX 12. Can you spot a difference in rendering quality? Neither can we.  Which is why we’re very excited to announce that DirectX 12 is the first graphics API to offer broad hardware support for Variable Rate Shading. What is Variable Rate Shading? In a nutshell, it’s a powerful new API that gives the developers the ability to use GPUs more intelligently. Let's explain. For each pixel in a screen, shaders are called to calculate the color this pixel should ...

Mar 12, 2019
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World of Warcraft uses DirectX 12 running on Windows 7

Jianye Lu

Today, with <a href="https://worldofwarcraft.com/en-gb/news/22926354/tides-of-vengeance-content-update-notes">game patch 8.1.5 for World of Warcraft: Battle for Azeroth</a>, Blizzard becomes the first game developer to use DirectX 12 for Windows 7! Now, Windows 7 WoW gamers can run the game using DirectX 12 and enjoy a framerate boost.

Feb 5, 2019
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Direct3D 11 on 12 Updates

Jesse Natalie

It’s been quite a while since we last talked about D3D11On12, which enables incremental porting of an application from D3D11 to D3D12 by allowing developers to use D3D11 interfaces and objects to drive the D3D12 API. Since that time, there’s been quite a few changes, and I’d like to touch upon some things that you can expect when you use D3D11On12 on more recent versions of Windows. Lifting of limitations When it first shipped, D3D11On12 had two API-visible limitations: Performance We’ve made several improvements to this component’s performance. We’ve reduced the amount of CPU overhead significant...

Jan 24, 2019
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New in D3D12 – DRED helps developers diagnose GPU faults

Bill Kristiansen

DRED stands for Device Removed Extended Data. DRED is an evolving set of diagnostic features designed to help identify the cause of unexpected device removal errors, delivering automatic breadcrumbs and GPU-page fault reporting on hardware that supports the necessary features (more about that later). DRED version 1.1 is available today in the latest 19H1 builds accessible through the Windows Insider Program (I will refer to this as ‘19H1’ for the rest of this writing). Try it out and please send us your feedback! Auto-Breadcrumbs In Windows 10 version 1803 (April 2018 Update / Redstone 4) Microsoft introduce...

Jan 7, 2019
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Direct3D team office has a Wall of GPU History

Shawn Hargreaves

When you are the team behind something like Direct3D, you need many different graphics cards to test on.  And when you’ve been doing this for as long as we have, you’ll inevitably accumulate a LOT of cards left over from years gone by.  What to do with them all?  One option would be to store boxes in someone’s office: But it occurred to us that a better solution would be to turn one of our office hallways into a museum of GPU history:   402 different GPUs covering 35 years of hardware history later: Our collection includes mainstream successes, influential breakthrough p...

Oct 2, 2018
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DirectX Raytracing and the Windows 10 October 2018 Update

Jacques van Rhyn

The wait is finally over: we’re taking DirectX Raytracing (DXR) out of experimental mode! Today, once you update to the next release of Windows 10, DirectX Raytracing will work out-of-box on supported hardware. And speaking of hardware, the first generation of graphics cards with native raytracing support is already available and works with the October 2018 Windows Update. The first wave of DirectX Raytracing in games is coming soon, with the first three titles that support our API: Battlefield V, Metro Exodus and Shadow of the Tomb Raider. Gamers will be able to have raytracing on their machines in the nea...

Apr 9, 2018
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For best performance, use DXGI flip model

Shawn Hargreaves

This document picks up where the MSDN “DXGI flip model” article and YouTube DirectX 12: Presentation Modes In Windows 10 and Presentation Enhancements in Windows 10: An Early Look videos left off.  It provides developer guidance on how to maximize performance and efficiency in the presentation stack on modern versions of Windows.   Call to action If you are still using DXGI_SWAP_EFFECT_DISCARD or DXGI_SWAP_EFFECT_SEQUENTIAL (aka "blt" present model), it's time to stop! Switching to DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL or DXGI_SWAP_EFFECT_FLIP_DISCARD (aka flip model) will give better performance, lower power u...