Showing results for DirectX - DirectX Developer Blog

Sep 1, 2020
Post comments count24
Post likes count0

DirectStorage is coming to PC

Andrew Yeung - MSFT
Andrew Yeung - MSFT

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’re e...

DirectXPC GamingDirectStorage
Dec 17, 2019
Post comments count11
Post likes count1

Demystifying Fullscreen Optimizations

Hannah Fisher
Hannah Fisher

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.

DirectXGamingGraphics
Feb 5, 2019
Post comments count0
Post likes count0

Direct3D 11 on 12 Updates

Jesse Natalie
Jesse Natalie

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 D3D11On12 ...

DirectXDirect3D12DirectX12
Jan 7, 2019
Post comments count2
Post likes count0

Direct3D team office has a Wall of GPU History

Shawn Hargreaves
Shawn Hargreaves

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 it occurred t...

DirectXGraphicsdirect3d
Oct 2, 2018
Post comments count2
Post likes count1

DirectX Raytracing and the Windows 10 October 2018 Update

Jacques van Rhyn
Jacques van Rhyn

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 native raytracing support is already available and works with the ...

DirectXDirect3D12Gaming
Apr 9, 2018
Post comments count0
Post likes count0

For best performance, use DXGI flip model

Shawn Hargreaves
Shawn Hargreaves

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.   Call to ac...

DirectXdirect3d
Mar 19, 2018
Post comments count0
Post likes count0

Gaming with Windows ML

Cassie Hoef
Cassie Hoef

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 produc...

DirectXDirect3D12Nvidia
Mar 19, 2018
Post comments count0
Post likes count11

Announcing Microsoft DirectX Raytracing!

D3D Team
D3D Team

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 internal re...

DirectXDirectX12Graphics
Jul 8, 2016
Post comments count0
Post likes count0

Rise of the Tomb Raider, Explicit DirectX 12 MultiGPU, and a peek into the future

Andrew Yeung - MSFT
Andrew Yeung - MSFT

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 before. Th...

DirectXDirect3D12DirectX12
May 5, 2015
Post comments count0
Post likes count0

GRFX at //build 2015: What will you build?

D3D Team
D3D Team

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 Graph...

DirectXDirect3D12DirectX12