DirectX Developer Blog

The latest news on Microsoft's Graphics and Display technology

Latest posts

May 23, 2023
Post comments count 0
Post likes count 5

Optimize DirectML performance with Olive

Adele Parsons

Are you ready to revolutionize the way you optimize your AI models? Say hello to Olive (ONNX Live), the advanced model optimization tool that integrates seamlessly with DirectML for hardware acceleration across the breadth of the Windows ecosystem.  With Olive, you can easily incorporate cutting-edge techniques like model compression, optimization, and compilation, all in one powerful tool. And the best part? You don't need to be an expert in optimizing models for underlying GPUs or NPUs - Olive does all the heavy lifting for you to get the best possible performance with DirectML!  In our Stable Diffusion tes...

May 23, 2023
Post comments count 2
Post likes count 2

DirectML ❤ Stable Diffusion

Jacques van Rhyn

Text-to-image models are amazing tools that can transform natural language into stunning images. Stable Diffusion is particularly interesting: the base model can create images from text and, since it’s open-source, developers can customize it for their own needs and preferences. With some extra training, developers can fine-tune their model to generate images of any domain, subject, or style they want. We are demonstrating what can be done with Stable Diffusion models in two of our Build sessions tomorrow: Shaping the future of work with AI and Deliver AI-powered experiences across cloud and edge, with Windows...

Apr 18, 2023
Post comments count 2
Post likes count 5

DirectStorage 1.2 Available Now

Cassie,
Damyan,
Cooper

Today we’re releasing the 1.2 version of the DirectStorage SDK, where we’ve added new features and made some fixes based on your feedback. The full list of changes can be found on the NuGet page and you can update to the latest version using NuGet update.    Visit the DirectStorage landing page for more information about how to get started. If you have any questions or feedback, please reach out to us on the #directstorage channel on the D3D12 Discord Server.     Force Buffered IO  DirectStorage currently opens files in unbuffered mode. This allows us to avoid unnecessary copies, getting the data ont...

Apr 13, 2023
Post comments count 0
Post likes count 1

Agility SDK 1.610.3: Updated RenderPasses and minor Vulkan compatibility improvement

Amar,
Jesse

Contents: Updated RenderPasses Minor Vulkan compatibility improvements PIX support for these features Download here: Agility SDK Downloads Updated RenderPasses Background RenderPasses are an option for apps to organize rendering commands to be friendly to GPUs that need tile-based rendering to perform efficiently.  Ideally, these GPUs can internally loop sequences of commands from the app in order to render surfaces a tile (sub-region) at a time.  The tile size is a hidden implementation detail, and data for the current tile sits in small, fast memory close to the GPU's processors. The Rende...

Mar 30, 2023
Post comments count 0
Post likes count 3

Agility SDK 1.710.0-preview: GPU Upload Heaps and Non-normalized Sampling

Zichuan,
Giancarlo,
David

We’re pleased to announce that we have a new preview Agility SDK out today, letting developers experiment with two new features: GPU Upload Heaps and Non-normalized Sampling!  Head to Agility SDK Downloads to grab it.  GPU Upload Heaps  Introduction Historically a GPU’s VRAM was inaccessible to the CPU, forcing programs to have to copy large amounts of data to the GPU via the PCI bus. Most modern GPUs have introduced VRAM resizable base address register (BAR) enabling Windows to manage the GPU VRAM in WDDM 2.0 or later.  With the VRAM being managed by Windows, D3D now exposes the heap memory access dir...

Feb 15, 2023
Post comments count 0
Post likes count 4

Video acceleration API (VA-API) now available on Windows!

Silvio Vilerino

Introduction What's VA-API? Originally developed by Intel, VAAPI (Video Acceleration API) is an open-source library and API specification, which provides access to graphics hardware acceleration capabilities for video processing. It consists of a main library and driver-specific acceleration backends for each supported hardware vendor. Apps can use it to access video hardware acceleration capabilities via its interface specification for workloads such as decode, encode, processing, etc. The libva library -an Intel implementation for VA-API- is used along with a VA-API driver, to which the video operations are d...

Jan 19, 2023
Post comments count 1
Post likes count 3

Navigating the Redesigned Graphics Settings page

Wendy Ho

In the settings app, the graphics page lets you adjust settings related to ‘GPU Preference,’ ‘Auto HDR,’ ‘Optimizations for windowed games’, and more to get the most out of your graphics experience on your PC. Aligning with the new Windows 11 UI design, we’ve redesigned the graphics settings page to help you get to the settings you want faster. These UI changes are now available to Windows Insiders in Build 25281 or above. Click here to learn more about the Windows Insider Program. In this article, we will walk through the new design and explain what each setting can do to help you get the best experience f...

Jan 6, 2023
Post comments count 3
Post likes count 2

Updates in d3dx12.h: Nuget Packaging, Header Bloat Reduction, and D3DX12GetCopyableFootprints

Roland Shum

Hey everyone, we recently updated our file! Previously, users were required to head to DirectX-Headers repo to grab the nice helper files. The recent Agility SDK 1.608.2 release bundles this repo with the Nuget packages! There are no differences between the two packages.   Header Bloat Reduction   Next, users of the DirectX-Headers repo may notice that no longer contains 5500 lines of code (hooray)! Previously, users would include all 5500 lines of code despite being only interested in one function provides. Today, developers can potentially reduce compile times by choosing to include from a...

Dec 13, 2022
Post comments count 0
Post likes count 3

DirectStorage GDeflate Reference Implementation Now Available

Cassie,
Damyan

The GDeflate reference implementation is now available from the DirectStorage repo on GitHub. Developers can use this to easily integrate GDeflate into their asset compression tool chains and build compatible compressors. The compression and decompression algorithms are open sourced under the Apache 2.0 license. How to Build: The GDeflate directory contains the codec source and sample code. The repo uses submodules, so be sure to pass  to the git clone command. If you already cloned this repo, then you can run . Once cloned: Note: This code can be built using Linux as long as you have CM...