DirectX Developer Blog The latest news on Microsoft’s Graphics and Display technology
- Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of previewby Tanner Van De Walle, Wendy Ho, Randy Tidd on September 25, 2025 at 5:00 pm
We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the recently announced advanced shader delivery feature. Advanced Shader Delivery Advanced shader delivery is a new feature that distributes precompiled shaders when downloading a game, eliminating The post Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview appeared first on DirectX Developer Blog.
- The Silicon, Graphics, Media and AI (SiGMA) team is hiring!by ryankim on September 25, 2025 at 6:26 am
Do you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions – if you’re interested in knowing more about opportunities in SiGMA, please see the below for more details! Core Platform Driver The Core Platform Driver team is seeking talented engineers who The post The Silicon, Graphics, Media and AI (SiGMA) team is hiring! appeared first on DirectX Developer Blog.
- Shader Model 6.9 and The Future of Cooperative Vectorby Serena Tang on September 11, 2025 at 5:00 pm
Direct3D Cooperative Vector is Evolving DirectX continues to evolve to support the growing demands of AI and machine learning workloads. As part of this effort, we plan to introduce an expanded suite of linear algebra capabilities in a future Shader Model release, unlocking even more robust GPU acceleration for bedrock AI/ML computations within the graphics pipeline. This The post Shader Model 6.9 and The Future of Cooperative Vector appeared first on DirectX Developer Blog.
- Introducing Advanced Shader Deliveryby Wendy Ho, Jesse Natalie, Cassie Hoef on August 20, 2025 at 4:10 pm
This year at gamescom, Microsoft is highlighting new gaming features coming for Windows, particularly for handheld devices. We want to highlight one of the DirectX team’s most exciting new contributions to the PC gaming ecosystem, which will make its debut on the new ROG Xbox Ally and ROG Xbox Ally X. Advanced shader delivery addresses one The post Introducing Advanced Shader Delivery appeared first on DirectX Developer Blog.
- DirectStorage 1.3 is now availableby Clarke Rahrig on July 1, 2025 at 6:00 pm
Today we’re releasing DirectStorage 1.3, this update includes a new API and several refinements based on developer feedback. The package is now available for download via NuGet. Read on to learn about what’s new with DirectStorage 1.3. EnqueueRequests – Enhanced I/O Scheduling DirectStorage 1.3 adds a new API called EnqueueRequests. This API gives developers more The post DirectStorage 1.3 is now available appeared first on DirectX Developer Blog.
- D3D12 Cooperative Vectorby Amar Patel, Greg Roth on June 2, 2025 at 5:00 pm
Welcome to the preview release for Cooperative Vector support in D3D12. This exposes powerful new hardware acceleration for vector and matrix operations, enabling developers to efficiently drive neural rendering techniques directly from individual shader threads in real-time graphics pipelines. In research and in industry, machine learning based approaches have made their way to mainstream, replacing/augmenting The post D3D12 Cooperative Vector appeared first on DirectX Developer Blog.
- D3D12 Opacity Micromapsby Amar Patel, Adam Miles on May 30, 2025 at 5:00 pm
DirectX Raytracing (DXR) now supports Opacity Micromaps (OMMs), enabling hardware to handle alpha tested geometry more efficiently than relying only on costly AnyHit shader invocations. At GDC 2025 DXR 1.2 was announced including OMMs, and you can see it discussed in this: GDC DirectX State Of The Union YouTube Recording. In the video, Remedy showed The post D3D12 Opacity Micromaps appeared first on DirectX Developer Blog.
- D3D12 Shader Execution Reorderingby Amar Patel on May 30, 2025 at 5:00 pm
Shader Execution Reordering (SER) is an addition to DirectX Raytracing that enables application shader code inform hardware how to find coherency across rays so they can be sorted to execute better in parallel. At GDC 2025 DXR 1.2 was announced including SER, and you can see it discussed in this: GDC DirectX State Of The The post D3D12 Shader Execution Reordering appeared first on DirectX Developer Blog.
- Agility SDK 1.717-preview and 1.616-retailby Adele Parsons on May 30, 2025 at 4:59 pm
We are pleased to announce both a retail and preview Agility SDK release with several new features, available on Agility SDK Downloads today! As usual, the features in this release come with Day One PIX support. Please read the PIX blog post for more information. Agility SDK 1.717-preview features Cooperative Vectors unlocks powerful new hardware acceleration for The post Agility SDK 1.717-preview and 1.616-retail appeared first on DirectX Developer Blog.
- HLSL Native and Long Vectorsby Greg Roth on May 27, 2025 at 5:59 pm
Vectors have been supported as native primitive types in HLSL from the beginning. However, they have been limited to a maximum of 4 elements. This was reasonable for the use cases for which HLSL was designed as 3D vertices, 3D vectors, and RGBA colors can be fully represented using 4 scalar values or fewer. There The post HLSL Native and Long Vectors appeared first on DirectX Developer Blog.









