DirectX Developer Blog

DirectX Developer Blog The latest news on Microsoft’s Graphics and Display technology

  • Evolving DirectX for the ML Era on Windows
    by Adele Parsons, Serena Tang on March 12, 2026 at 8:33 pm

    At GDC this year, we shared how machine learning is becoming foundational to real time graphics, and how DirectX is evolving to meet that shift across shader level and model level ML. ML is no longer a niche optimization or a postprocess trick. It’s increasingly embedded throughout the graphics pipeline, influencing how frames are generated, The post Evolving DirectX for the ML Era on Windows appeared first on DirectX Developer Blog.

  • DirectX: Bringing Console-Level Developer Tools to Windows
    by Norman Chen, Austin Kinross on March 12, 2026 at 7:26 pm

    On March 12th, 2026, the DirectX team and our hardware partners hosted DirectX: Bringing Console-Level GPU Developer Tools to Windows at GDC. We shared our dream of bringing console-level GPU developer tools to Windows, and today we are announcing a major step toward that goal with the biggest wave of new tooling features in DirectX’s history.   For the first time, all four The post DirectX: Bringing Console-Level Developer Tools to Windows appeared first on DirectX Developer Blog.

  • Advanced Shader Delivery: What’s New at GDC 2026
    by Wendy Ho on March 12, 2026 at 11:00 am

    Today we announced the innovation we’re bringing in solving shader compilation for the ecosystem at our GDC Talk: Advanced Shader Delivery for Windows. Want to find out what this means for solving shader compilation for your title and customers? Read on! State of the Industry Long shader compilation times and in-game shader stutter for D3D12 The post Advanced Shader Delivery: What’s New at GDC 2026 appeared first on DirectX Developer Blog.

  • DirectStorage 1.4 release adds support for Zstandard
    by Clarke Rahrig, Larry Chen on March 11, 2026 at 7:00 pm

    Today we’re releasing the public preview of DirectStorage 1.4 and the initial public preview of the Game Asset Conditioning Library. Together, they introduce Zstandard (Zstd) compression as an option for game assets on Windows. This new support meets the needs of the gaming ecosystem, bringing an open standard that improves compression ratios, enables faster load The post DirectStorage 1.4 release adds support for Zstandard appeared first on DirectX Developer Blog.

  • DirectX Innovation at GDC 2026 
    by Jacques van Rhyn on March 4, 2026 at 6:00 pm

    The excitement is building as we head into the 2026 Game Developer Conference and the DirectX team has a lot to share. We will be showcasing major updates in asset streaming, GPU tooling, ML-powered real-time graphics on Windows, and shader compilation at GDC.  If you’re attending GDC, we’d love to see you in person. Below is a quick preview of what we’ll be covering so that you can mark your calendars!  DirectX State The post DirectX Innovation at GDC 2026  appeared first on DirectX Developer Blog.

  • Announcing Shader Model 6.9 Retail and New D3D12 Improvements
    by Amar Patel, Serena Tang on February 26, 2026 at 6:05 pm

    Today, we are pleased to announce that Shader Model 6.9 and other features have been officially released with Agility SDK 1.619 and complementary DXC 1.9.2602.16. Many of these features have been in preview status since 2025. Simultaneously, we are releasing a handful of new preview features in a separate preview runtime: Agility SDK 1.719-preview. Overview The post Announcing Shader Model 6.9 Retail and New D3D12 Improvements appeared first on DirectX Developer Blog.

  • Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
    by Bill Kristiansen on February 26, 2026 at 5:58 pm

    Introducing Fence Barriers We are excited to share the preview release of Fence Barriers (Tier-1), a new capability now available in AgilitySDK 1.719-preview (https://devblogs.microsoft.com/directx/directx12agility/). Fence Barriers expand on Enhanced Barriers to provide support for signaling and waiting on fences during command buffer execution. This provides more flexibility to synchronize between more distant dependencies in the command stream and The post Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12 appeared first on DirectX Developer Blog.

  • D3D12 Shader Execution Reordering
    by Amar Patel on February 26, 2026 at 5:55 pm

    Now officially released, 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.  SER support is a required feature in Shader Model 6.9, meaning all drivers must accept shader code using SER.  The post D3D12 Shader Execution Reordering appeared first on DirectX Developer Blog.

  • D3D12 Opacity Micromaps
    by Amar Patel, Adam Miles on February 26, 2026 at 5:55 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 raytracing The post D3D12 Opacity Micromaps appeared first on DirectX Developer Blog.

  • Standardizing HLSL
    by Chris Bieneman on February 10, 2026 at 5:05 pm

    The HLSL team is excited to announce the formation of Ecma Technical Committee 57; a committee to standardize the High Level Shading Language. The formation of this committee marks an important milestone in HLSL’s development and strengthens Microsoft’s commitment to HLSL as a cross-platform language, built in collaboration with equal partners across the industry. All The post Standardizing HLSL appeared first on DirectX Developer Blog.

Share Websitecyber
We are an ethical website cyber security team and we perform security assessments to protect our clients.