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    DirectX Developer Blog

    DirectX12 Archives | DirectX Developer Blog

    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.

    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,

    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,

    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.

    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.

    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,

    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,

    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,

    DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you
    AvatarAndrew 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. 

    DirectX 12 – Looking back at GDC 2015 and a year of amazing progress
    AvatarAndrew 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,

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    DirectX-Graphics-Samples (GitHub)

    DirectX 12 and Graphics Education (YouTube)

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

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