DirectX Developer Blog

The latest news on Microsoft's Graphics and Display technology

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Feb 26, 2026
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D3D12 Shader Execution Reordering

Amar Patel

Now officially released, Shader Execution Reordering (SER) is an addition to DirectX Raytracing that enables application shader code inform hardware how to find coherency across rays so they can be sorted to execute better in parallel.  SER support is a required feature in Shader Model 6.9, meaning all drivers must accept shader code using SER.  It's up to individual devices to take advantage if possible. At GDC 2025 DXR 1.2 was announced including SER, and you can see it discussed in this: GDC DirectX State Of The Union YouTube Recording. In the video, Remedy showed raytracing cost reduced by 1/3 using a ...

Feb 26, 2026
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D3D12 Opacity Micromaps

Amar,
Adam

DirectX Raytracing (DXR) now supports Opacity Micromaps (OMMs), enabling hardware to handle alpha tested geometry more efficiently than relying only on costly AnyHit shader invocations. At GDC 2025 DXR 1.2 was announced including OMMs, and you can see it discussed in this: GDC DirectX State Of The Union YouTube Recording. In the video, Remedy showed raytracing cost reduced by 1/3 using a synergistic combination of OMMs and Shader Execution Reordering in Alan Wake 2.  Out of the gate all NVIDIA raytracing capable hardware supports OMMs.  Over time additional hardware vendor support for OMMs will appear. ...

Feb 10, 2026
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Standardizing HLSL

Chris Bieneman

The HLSL team is excited to announce the formation of Ecma Technical Committee 57; a committee to standardize the High Level Shading Language. The formation of this committee marks an important milestone in HLSL's development and strengthens Microsoft's commitment to HLSL as a cross-platform language, built in collaboration with equal partners across the industry. All of the work of the committee will be public on GitHub, and the final standard will be available royalty-free for implementers. I will be talking about all of this and more on February 12, 2026 at the Khronos Shading Languages Symposium (watch on ...

Dec 17, 2025
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Celebrating 10 Years of DirectX 12

Stefan Bojanic

DirectX12 shipped in 2015 with a simple goal: give developers more control so games run faster, look better, and scale across Windows PC and console. Over the last decade, DirectX 12 delivered on that promise. We added features and made it easier for developers to focus on gameplay & graphics by providing more flexibility and achievable performance wins. We built technologies that dramatically reduce load times and deliver consistently high frames for a polished gaming experience in the most demanding of titles. Our platform’s continuous evolution brought advanced visuals previously unimaginable into the main...

Dec 2, 2025
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DirectX Graphics Samples Updated to Agility SDK + Enhanced Barriers examples

Alexandre Cardoso

We’re excited to share all DirectX Graphics Samples have been updated to use the latest DirectX 12 Agility SDK. What’s New: Why Enhanced Barriers Matter: Enhanced Barriers introduce a more expressive and predictable barrier model, reducing synchronization overhead and simplifying resource layout management and aliasing. Get Started: Visit https://github.com/microsoft/DirectX-Graphics-Samples to explore the updated samples.

Sep 25, 2025
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Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview

Tanner,
Wendy,
Randy

We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the recently announced advanced shader delivery feature. Advanced Shader Delivery Advanced shader delivery is a new feature that distributes precompiled shaders when downloading a game, eliminating in-game shader compilation stutter and long load times. This solves one of the biggest pain points in PC gaming today, making it easier than ever to deliver a console-quality experience on Windows. Advanced shader delive...

Sep 24, 2025
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The Silicon, Graphics, Media and AI (SiGMA) team is hiring!

ryankim

Do you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions – if you’re interested in knowing more about opportunities in SiGMA, please see the below for more details!              

Sep 11, 2025
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Shader Model 6.9 and The Future of Cooperative Vector

Serena Tang

Direct3D Cooperative Vector is Evolving DirectX continues to evolve to support the growing demands of AI and machine learning workloads. As part of this effort, we plan to introduce an expanded suite of linear algebra capabilities in a future Shader Model release, unlocking even more robust GPU acceleration for bedrock AI/ML computations within the graphics pipeline.  This work extends our experimental Cooperative Vector implementation by introducing accelerated matrix-matrix operations, crucial for scaling AI/ML workloads beyond what lightweight vector-matrix alone can handle. This will unlock new performanc...

Aug 20, 2025
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Introducing Advanced Shader Delivery

Wendy,
Jesse,
Cassie

This year at gamescom, Microsoft is highlighting new gaming features coming for Windows, particularly for handheld devices. We want to highlight one of the DirectX team’s most exciting new contributions to the PC gaming ecosystem, which will make its debut on the new ROG Xbox Ally and ROG Xbox Ally X. Advanced shader delivery addresses one of the most frustrating challenges for PC gamers today – long load times and disruptive stuttering during a game’s first launch. These delays are caused by the need to compile graphics shaders and cache them for future use. For a deep-dive on this topic, we recommend reading...