Showing results for Gaming - DirectX Developer Blog

Apr 25, 2022
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Exciting additions to your Auto HDR experience on PC

Wendy Ho
Wendy Ho

Last year, we brought Auto High Dynamic Range (HDR) to your PC gaming experience, letting you breathe new life into your existing games by giving them an entirely new range of vibrant colors. Today, we’re excited to talk about the additional improvements to your Auto HDR experience on PC that are currently available on Windows 11 and the latest ver...

DirectX12GamingGraphics
Feb 16, 2022
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Updates in Graphics and Gaming

Hannah Fisher
Hannah Fisher

Today we are excited to announce new updates in graphics and gaming. New features are available to improve the gaming experience.

DirectXGamingGraphics
Mar 17, 2021
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Auto HDR Preview for PC Available Today

Hannah Fisher
Hannah Fisher

Today we’re excited to bring you a preview of Auto HDR for your PC gaming experience and we’re looking for your help to test it out. When enabled on your HDR capable gaming PC, you will automatically get awesome HDR visuals on an additional 1000+ DirectX 11 and DirectX 12 games!

DirectXGamingGraphics
Dec 17, 2019
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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
Oct 2, 2018
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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
Nov 7, 2017
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Announcing new DirectX 12 features

Jacques van Rhyn
Jacques van Rhyn

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 more stable ...

Direct3D12DirectX12Gaming
Mar 1, 2017
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GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level

D3D Team
D3D Team

If you are a Windows game developer using DirectX 12, you know that great tools are essential for getting the most out of the graphics hardware. In the past few months, we’ve been making rapid progress on delivering the tools you’ve requested. At the Game Developers Conference today, we demoed new features for both PIX, our premier tool for tuning ...

Direct3D12GamingGraphics
Jan 23, 2017
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New DirectX Shader Compiler based on Clang/LLVM now available as Open Source

Chas Boyd
Chas Boyd

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 of...

Direct3D12DirectX12Gaming
Jan 17, 2017
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DX12 performance tuning and debugging – PIX on Windows (beta) released!

D3D Team
D3D Team

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 this ra...

Direct3D12DirectX12Gaming
Jul 8, 2016
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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