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    DirectX Developer Blog

    DirectX Archives | DirectX Developer Blog

    DirectStorage is coming to PC
    DirectStorage is coming to PC
    Andrew Yeung - MSFTAndrew Yeung - MSFTSeptember 1, 2020Sep 1, 202009/1/20
    Earlier this year, Microsoft showed the world how the Xbox Series X, with its portfolio of technology innovations, will introduce a new era of no-compromise gameplay. Alongside the actual console announcements, we unveiled the Xbox Velocity Architecture, a key part of how the Xbox Series X will deliver next generation gaming experiences. We...

    24DirectStorageDirectX
    Demystifying Fullscreen Optimizations
    Demystifying Fullscreen Optimizations
    Hannah FisherHannah FisherDecember 17, 2019Dec 17, 201912/17/19
    We wrote this article to explain the difference between Fullscreen Exclusive and Fullscreen Optimizations. This article goes details the roll out and the benefits that come with Fullscreen Optimizations.

    11borderless windowedDirectX
    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
    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 ...

    Comments are closed.0Direct3D12DirectML
    Announcing Microsoft DirectX Raytracing!
    Announcing Microsoft DirectX Raytracing!
    D3D TeamD3D TeamMarch 19, 2018Mar 19, 201803/19/18
    If you just want to see what DirectX Raytracing can do for gaming, check out the videos from Epic, Futuremark and EA, SEED.  To learn about the magic behind the curtain, keep reading. 3D Graphics is a Lie For the last thirty years, almost all games have used the same general technique—rasterization—to render images on screen.  While the ...

    Comments are closed.0DirectXDirectX12
    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
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    Relevant Links

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    DirectX 12 and Graphics Education (YouTube)

    PIX on Windows (Performance tuning and debugging for DirectX 12)

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