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    DirectX Developer Blog

    Graphics Archives | DirectX Developer Blog

    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
    Direct3D team office has a Wall of GPU History
    Direct3D team office has a Wall of GPU History
    Avatar Shawn Hargreaves January 7, 2019 Jan 7, 2019 01/7/19
    When you are the team behind something like Direct3D, you need many different graphics cards to test on.  And when you’ve been doing this for as long as we have, you’ll inevitably accumulate a LOT of cards left over from years gone by.  What to do with them all?  One option would be to store boxes in someone’s office: But...

    3direct3dDirectX
    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 Microsoft DirectX Raytracing!
    Announcing Microsoft DirectX Raytracing!
    D3D Team D3D Team March 19, 2018 Mar 19, 2018 03/19/18
    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
    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
    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
    GRFX at //build 2015: What will you build?
    GRFX at //build 2015: What will you build?
    D3D Team D3D Team May 5, 2015 May 5, 2015 05/5/15
    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
    Relevant Links

    @DirectX12 (Twitter)

    DirectX Discord server

    DirectX-Specs (GitHub)

    DirectX-Graphics-Samples (GitHub)

    DirectX 12 and Graphics Education (YouTube)

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

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