DirectX Developer Blog The latest news on Microsoft’s Graphics and Display technology
- Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025! by Cassie Hoef on March 20, 2025 at 9:24 pm
Today in the DirectX State of the Union at GDC 2025, we proudly showcased the next evolution in graphics with the announcement of DirectX Raytracing (DXR) 1.2. This update promises groundbreaking performance improvements and breathtaking visual fidelity, marking another milestone in our mission to deliver immersive, realistic experiences to gamers everywhere. We also brought developers The post Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025! appeared first on DirectX Developer Blog.
- DirectX at GDC 2025by Adele Parsons on March 13, 2025 at 1:00 pm
We’re counting down the days until the Microsoft DirectX team will be at the Game Developers Conference 2025 with a lineup of exciting sessions and announcements to push the boundaries of game development. Whether you’re a seasoned graphics developer or just diving into the world of DirectX, our sessions will offer valuable insights into the The post DirectX at GDC 2025 appeared first on DirectX Developer Blog.
- Agility SDK 1.716.0-preview: New D3D12 Video Encode Featuresby Sil Vilerino on January 30, 2025 at 6:00 pm
Today DirectX 12 provides APIs to support GPU video encode acceleration for several applications, as detailed in D3D12 Video Encoding – Windows drivers | Microsoft Learn previous blog posts such as Announcing new DirectX 12 feature – Video Encoding! – DirectX Developer Blog. In this blog post we’re happy to announce a series of new features The post Agility SDK 1.716.0-preview: New D3D12 Video Encode Features appeared first on DirectX Developer Blog.
- Agility SDK 1.716.0-preview & 1.615-retail: Shader hash bypassby Amanda Adams, Amar Patel on January 30, 2025 at 5:28 pm
The D3D runtime as of 1.615 officially supports applications opting to bypass shader hash validation. The historical purpose of the hash that the DX shader compiler embeds in every shader binary was to give the D3D runtime to confidence that shaders being given to it are well formed. The assumption was that a hashed shader The post Agility SDK 1.716.0-preview & 1.615-retail: Shader hash bypass appeared first on DirectX Developer Blog.
- AgilitySDK 1.716.0-preview and 1.615-retailby Amanda Adams, Tanner Van De Walle on January 30, 2025 at 5:27 pm
We are pleased to announce both a retail release of Shader hash bypass and a preview AgilitySDK release with several new features, available on Agility SDK Downloads today! You can find detailed information about all the features on the individual blog pages: 1.615 Shader hash bypass officially supports applications opting to bypass shader hash validation. It is The post AgilitySDK 1.716.0-preview and 1.615-retail appeared first on DirectX Developer Blog.
- Agility SDK 1.716.0-preview: Application Specific Driver Stateby Henchhing Limbu on January 27, 2025 at 10:29 pm
Today we’re excited to announce the release of a new D3D12 feature: Application Specific Driver State. This feature is intended to be used by capture/replay tools, such as PIX on Windows, to help with issues caused by “app detect” behavior. Background D3D12 drivers occasionally have to perform workarounds for bugs in specific applications. For example, The post Agility SDK 1.716.0-preview: Application Specific Driver State appeared first on DirectX Developer Blog.
- Agility SDK 1.716.0-preview: Recreate At GPUVAby Roland Shum on January 23, 2025 at 8:27 pm
New Recreate At GPUVA Feature After months of effort from both our hardware partners and us, the D3D12 team is happy to announce the preview of the Recreate At GPUVA feature as part of its Agility SDK Downloads 1.716 release. This feature is mostly intended to be used by tooling developers, such as PIX, to The post Agility SDK 1.716.0-preview: Recreate At GPUVA appeared first on DirectX Developer Blog.
- Enabling Neural Rendering in DirectX: Cooperative Vector Support Coming Soonby Cassie Hoef, Serena Tang on January 7, 2025 at 4:00 am
Neural Rendering: A New Paradigm in 3D Graphics Programming In the constantly advancing landscape of 3D graphics, neural rendering technology represents a significant evolution. Neural rendering broadly defines the suite of techniques that leverage AI/ML to dramatically transform traditional graphics pipelines. These new methods promise to push the boundaries of what’s possible in real-time graphics. The post Enabling Neural Rendering in DirectX: Cooperative Vector Support Coming Soon appeared first on DirectX Developer Blog.
- Agility SDK 1.716.0-preview: Tight Alignment of Resourcesby Tanner Van De Walle on December 17, 2024 at 12:59 pm
We’re pleased to announce that we have a new preview Agility SDK out today, letting developers try out the new Tight Alignment feature! You can find the NuGet package here. Background When placed resources were introduced in D3D12, there was an intentional decision to simplify alignment restrictions and take the greatest common denominator across the The post Agility SDK 1.716.0-preview: Tight Alignment of Resources appeared first on DirectX Developer Blog.
- DirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1 Upscalerby Norman Chen on October 23, 2024 at 5:00 pm
Following our initial announcement of the DirectSR preview, we are pleased to share an update. DirectSR, our standardized super resolution (SR) API for D3D12 titles, now supports FSR 3.1 (upscaler-only), bringing enhanced upscaling capabilities to further improve your gaming experience. Learn more about FSR 3.1 here. What’s New with FSR 3.1? With this update, developers The post DirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1 Upscaler appeared first on DirectX Developer Blog.