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    DirectX Developer Blog

    DirectX12 Archives | DirectX Developer Blog

    Use VHD to Accelerate DirectX 12 Development
    Use VHD to Accelerate DirectX 12 Development
    Jianye LuJianye LuJuly 3, 2019Jul 3, 201907/3/19
    In case game developers are limited on how frequently they can upgrade Windows 10 on their dev machines, they can use VHD files to quickly set up a new Windows 10 OS partition and to access new or preview features from DirectX 12.

    Comments are closed.0DirectX12VHD
    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
    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
    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 ...

    Comments are closed.0direct3dDirect3D12
    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...

    Comments are closed.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 ...

    Comments are closed.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
    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
    DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you
    DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you
    Andrew Yeung - MSFTAndrew Yeung - MSFTApril 30, 2015Apr 30, 201504/30/15
    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.  With DirectX 12 and Windows 10, application developers can use every GPU on the system simultaneously! Are you an elite...

    Comments are closed.0direct3dDirect3D12
    DirectX 12 – Looking back at GDC 2015 and a year of amazing progress
    DirectX 12 – Looking back at GDC 2015 and a year of amazing progress
    Andrew Yeung - MSFTAndrew Yeung - MSFTMarch 9, 2015Mar 9, 201503/9/15
    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, Epic Games’ Unreal Engine 4, Unity Technologies’ 3D game ...

    Comments are closed.0AMDdirect3d
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