DirectX Developer Blog

Exciting additions to your Auto HDR experience on PC

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 ...

Auto HDR Preview for PC Available Today

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!

Announcing new DirectX 12 features

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 ...

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

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 ...

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

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 ...