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,
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.
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.
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.
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.
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,
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,
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.
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,
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 need to carry around a cumbersome power adapter.