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    DirectX Developer Blog

    Gaming Archives | DirectX Developer Blog

    Auto HDR Preview for PC Available Today
    Auto HDR Preview for PC Available Today
    Hannah Fisher Hannah Fisher March 17, 2021 Mar 17, 2021 03/17/21
    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!

    16Auto HDRDirectX
    Demystifying Fullscreen Optimizations
    Demystifying Fullscreen Optimizations
    Hannah Fisher Hannah Fisher December 17, 2019 Dec 17, 2019 12/17/19
    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.

    11borderless windowedDirectX
    DirectX Raytracing and the Windows 10 October 2018 Update
    DirectX Raytracing and the Windows 10 October 2018 Update
    Avatar Jacques van Rhyn October 2, 2018 Oct 2, 2018 10/2/18
    DirectX Raytracing and the Windows 10 October 2018 Update 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 ...

    2direct3dDirect3D12
    Announcing new DirectX 12 features
    Announcing new DirectX 12 features
    Avatar Jacques van Rhyn November 7, 2017 Nov 7, 2017 11/7/17
    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
    GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level
    GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level
    D3D Team D3D Team March 1, 2017 Mar 1, 2017 03/1/17
    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 ...

    Comments are closed.0Direct3D12DirectX 12
    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
    Avatar Chas Boyd January 23, 2017 Jan 23, 2017 01/23/17
    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 ...

    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 Team D3D Team January 17, 2017 Jan 17, 2017 01/17/17
    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 - MSFT Andrew Yeung - MSFT July 8, 2016 Jul 8, 2016 07/8/16
    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
    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 - MSFT Andrew Yeung - MSFT April 30, 2015 Apr 30, 2015 04/30/15
    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 - MSFT Andrew Yeung - MSFT March 9, 2015 Mar 9, 2015 03/9/15
    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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