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    DirectX Developer Blog

    direct3d Archives | DirectX Developer Blog

    Direct3D 11 on 12 Updates
    Direct3D 11 on 12 Updates
    AvatarJesse NatalieFebruary 5, 2019Feb 5, 201902/5/19
    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...

    Comments are closed.0direct3dDirect3D12
    Direct3D team office has a Wall of GPU History
    Direct3D team office has a Wall of GPU History
    AvatarShawn HargreavesJanuary 7, 2019Jan 7, 201901/7/19
    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...

    3direct3dDirectX
    DirectX Raytracing and the Windows 10 October 2018 Update
    DirectX Raytracing and the Windows 10 October 2018 Update
    AvatarJacques van RhynOctober 2, 2018Oct 2, 201810/2/18
    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 ...

    2direct3dDirect3D12
    For best performance, use DXGI flip model
    For best performance, use DXGI flip model
    AvatarShawn HargreavesApril 9, 2018Apr 9, 201804/9/18
    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.   ...

    Comments are closed.0direct3dDirectX
    Announcing new DirectX 12 features
    Announcing new DirectX 12 features
    AvatarJacques van RhynNovember 7, 2017Nov 7, 201711/7/17
    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 ...

    Comments are closed.0direct3dDirect3D12
    Rise of the Tomb Raider, Explicit DirectX 12 MultiGPU, and a peek into the future
    Rise of the Tomb Raider, Explicit DirectX 12 MultiGPU, and a peek into the future
    Andrew Yeung - MSFTAndrew Yeung - MSFTJuly 8, 2016Jul 8, 201607/8/16
    Rise of the Tomb Raider is the first title to implement explicit MultiGPU (mGPU) on CrossFire/SLI systems using the DX12 API.  It works on both Win32 and UWP.  Using the low level DX12 API, Rise of the Tomb Raider was able to achieve extremely good CPU efficiency and in doing so, extract more GPU power in a mGPU system than was possible ...

    Comments are closed.0AMDCrossfire
    GRFX at //build 2015: What will you build?
    GRFX at //build 2015: What will you build?
    D3D TeamD3D TeamMay 5, 2015May 5, 201505/5/15
    Hi all! Wow, we've had a busy year for the graphics teams here at Microsoft.  In addition to busily building the graphics features and upgrades you’ll get your hands on with Windows 10, we've been out and about. We've run into you at standout events like GDC, XFest, and, most recently, //build.Read on for a high-level recap of the ...

    Comments are closed.0ANGLEBuild
    DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you
    DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you
    Andrew Yeung - MSFTAndrew Yeung - MSFTApril 30, 2015Apr 30, 201504/30/15
    Are you one of the millions of PC users with a laptop or a desktop system with an integrated GPU as well as a discrete GPU?  Before Windows 10 and DirectX 12, all the performance potential from the second GPU goes unused.  With DirectX 12 and Windows 10, application developers can use every GPU on the system simultaneously! Are you an elite...

    Comments are closed.0direct3dDirect3D12
    DirectX 12 – Looking back at GDC 2015 and a year of amazing progress
    DirectX 12 – Looking back at GDC 2015 and a year of amazing progress
    Andrew Yeung - MSFTAndrew Yeung - MSFTMarch 9, 2015Mar 9, 201503/9/15
    Last year at GDC 2014, we announced DirectX 12.  Since then, we have made amazing progress, and we were excited to showcase this progress at GDC 2015. At the GDC 2015 Expo, we had a range of live demos including Lionhead Studio’s next beautiful game Fable Legends, Epic Games’ Unreal Engine 4, Unity Technologies’ 3D game ...

    Comments are closed.0AMDdirect3d
    DirectX 12 – High Performance and High Power Savings
    DirectX 12 – High Performance and High Power Savings
    Andrew Yeung - MSFTAndrew Yeung - MSFTAugust 12, 2014Aug 12, 201408/12/14
    You probably know that DirectX 12 is designed for performance. What you may not know is that the same design decisions that make DirectX 12 so performant also make it incredibly power efficient.  This allows you to play all of your favorite games on portable devices without having an uncomfortably hot device on your lap or as much of a ...

    Comments are closed.0direct3dDirect3D12
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