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.
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,
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.
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.
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.
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,
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,
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,
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,
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.