DirectX Developer Blog

DirectX Developer Day Schedule

Tomorrow (3/19) is DirectX Developer Day! Join the Microsoft DirectX team, along with partners AMD and NVIDIA, for a series of talks and demos covering the future of gaming graphics: Streaming will start at 10:00 AM PDT. Whether you’re a game developer, graphics enthusiast or just curious about ...

Announcing DirectX Developer Day

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...

D3D12 Translation Layer and D3D11On12 are now open source

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.

DirectX 12 and Fortnite

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? Nothing! We at the DirectX team designed ...

CPU- and GPU-boundedness

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 ...

Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs

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...

Coming to DirectX 12: More control over memory allocation

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.