DirectX Developer Blog

Direct3D 11 on 12 Updates
Direct3D 11 on 12 Updates
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...
New in D3D12 – DRED helps developers diagnose GPU faults
New in D3D12 – DRED helps developers diagnose GPU faults
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 ...
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Direct3D team office has a Wall of GPU History
Direct3D team office has a Wall of GPU History
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...
DirectX Raytracing and the Windows 10 October 2018 Update
DirectX Raytracing and the Windows 10 October 2018 Update
DirectX Raytracing and the Windows 10 October 2018 Update 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 ...
For best performance, use DXGI flip model
For best performance, use DXGI flip model
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.   ...
Gaming with Windows ML
Gaming with Windows ML
Neural Networks Will Revolutionize Gaming Earlier this month, Microsoft announced the availability of Windows Machine Learning. We mentioned the wide-ranging applications of WinML on areas as diverse as security, productivity, and the internet of things. We even showed how WinML can be used to help cameras detect faulty chips during hardware ...
Announcing Microsoft DirectX Raytracing!
Announcing Microsoft DirectX Raytracing!
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, almost all games have used the same general technique—rasterization—to render images on screen.  While the ...
Announcing new DirectX 12 features
Announcing new DirectX 12 features
Announcing new DirectX 12 features We’ve come a long way since we launched DirectX 12 with Windows 10 on July 29, 2015. Since then, we’ve heard every bit of feedback and improved the API to enhance stability and offer more versatility. Today, developers using DirectX 12 can build games that have better graphics, run faster and that are ...
GPUs in the task manager
GPUs in the task manager
The below posting is from Steve Pronovost, our lead engineer responsible for the GPU scheduler and memory manager. GPUs in the Task Manager We're excited to introduce support for GPU performance data in the Task Manager. This is one of the features you have often requested, and we listened. The GPU is finally making its debut in this venerable...
GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level
GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level
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. At the Game Developers Conference today, we demoed new features for both PIX, our premier tool ...