GDC may have been postponed, but we aren't going to let that prevent us from bringing the next generation of graphics innovation to the world. Join us this Thursday, March 19, for a virtual DirectX Developer Day on Mixer! The Microsoft DirectX team, along with partners from AMD and NVIDIA, will be streaming a series of talks covering how we...
If you’re a developer looking to port your game to DX12, we have good news: The D3D12 Translation Layer, a helper library for translating graphics concepts and commands from a D3D11-style domain to a D3D12-style domain, is now open source.
As an example of how to use the library, we have also opened sourced the D3D11On12 mapping layer.
We wrote this article to explain the difference between Fullscreen Exclusive and Fullscreen Optimizations. This article goes details the roll out and the benefits that come with Fullscreen Optimizations.
On Monday, Epic Games announced that DirectX 12 support is coming to Fortnite. And today, the wait is over: anyone updating to the v11.20 patch has the option to try out Fortnite’s beta DX12 path!
What does this all mean? Let's see if we can help!
What’s wrong with DX11?
We at the DirectX team designed ...
We wrote this article to explain two key terms: CPU-bound and GPU-bound. There's some misinformation about this terms, and we're hoping this article can help fix this problem.
Even though applications run on the CPU, many modern-day applications require a lot of GPU support.
These apps generate a list of rendering instructions (i.e. the ...
November 13, 2019
Nov 13, 2019
D3D is introducing D3D9on12 with resource interop APIs and adding similar resource interop APIs to D3D11on12. With this new support, callers can now retrieve the underlying D3D12 resource from the D3D11 or D3D9 resource object even when the resource was created with D3D11 or D3D9 API. The new D3D9On12 API can be found in the insider SDK...
In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are “impermanent” properties, which don’t affect the resulting memory itself, but rather the way in which it’s allocated. This gives app developers more control and flexibility.
D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency. In this new and improved pre-rasterization pipeline, Mesh and Amplification Shaders will optionally replace the section of the ...
Why Feedback: A Streaming Scenario
Suppose you are shading a complicated 3D scene. The camera moves swiftly throughout the scene, causing some objects to be moved into different levels of detail. Since you need to aggressively optimize for memory, you bind resources to cope with the demand for different LODs. Perhaps you use a texture ...