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    DirectX Developer Blog

    Direct3D12 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...

    0direct3dDirect3D12
    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
    Gaming with Windows ML
    Gaming with Windows ML
    AvatarCassie HoefMarch 19, 2018Mar 19, 201803/19/18
    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 ...

    0Direct3D12DirectML
    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 ...

    0direct3dDirect3D12
    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
    D3D TeamD3D TeamMarch 1, 2017Mar 1, 201703/1/17
    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 ...

    0Direct3D12DirectX 12
    New DirectX Shader Compiler based on Clang/LLVM now available as Open Source
    New DirectX Shader Compiler based on Clang/LLVM now available as Open Source
    AvatarChas BoydJanuary 23, 2017Jan 23, 201701/23/17
    The DirectX HLSL (High Level Shading Language) compiler is now available as an open source project built on the Clang/LLVM framework. Microsoft drives the leading GPU shader language Since 2002, HLSL has been a key focus of industry collaboration on GPU programming. As the shader language for the popular DirectX12 API, HLSL is at the forefront...

    0Direct3D12DirectX12
    DX12 performance tuning and debugging – PIX on Windows (beta) released!
    DX12 performance tuning and debugging – PIX on Windows (beta) released!
    D3D TeamD3D TeamJanuary 17, 2017Jan 17, 201701/17/17
    Continued commitment to gaming on Windows 10 With Windows 10, we promised to build an OS designed for PC gaming, with DirectX 12 as one of the cornerstones of the Windows 10 gaming experience. In the 18 months since our release, DirectX 12 has seen very rapid adoption, with nearly 20 AAA games now available with DirectX 12 support. Much of ...

    0Direct3D12DirectX12
    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
    AvatarAndrew 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 ...

    0AMDCrossfire
    Hello World: DirectX 12 developer edition
    Hello World: DirectX 12 developer edition
    D3D TeamD3D TeamJuly 28, 2015Jul 28, 201507/28/15
    Hello graphics developer pals! We're as excited as a ninja-cat-riding-a-T-Rex to share our work with you all. We’ve been working with some of you already and we're excited to welcome any newcomers! So, let me give you a little tour of where you can find the content you may be looking for. Let’s meet up after the T-Rex, shall we? &...

    0Direct3D12DirectX 12
    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 ...

    0ANGLEBuild
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