DirectX Developer Blog

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

  • Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
    by Amar Patel on May 28, 2026 at 5:01 pm

    Overview Today, we are pleased to announce Agility SDK 1.721-preview with new D3D features along with DXC 1.10.2605.4 adding VectorAccumulate to LinAlg in the existing Shader Model 6.10 preview.  The previous 1.720-preview and SM 6.10 preview blog is still relevant, as all of its features are available here too. Here are the new features.  More The post Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10 appeared first on DirectX Developer Blog.

  • Partial Graphics Programs
    by Nada Ouf on May 27, 2026 at 11:56 pm

    Overview Following the GDC announcement of the partial graphics programs feature, we are pleased to announce that it is available today in the AgilitySDK 1.721-preview. Checkout the release blog for more details about the full release. This preview serves as a first look to explore what might be possible to ship in a future retail The post Partial Graphics Programs appeared first on DirectX Developer Blog.

  • Advanced Shader Delivery expands Public Preview with AMD
    by Wendy Ho on May 15, 2026 at 2:00 pm

    Last October, we released Advanced Shader Delivery (ASD) on the ROG Xbox Ally handhelds. Advanced Shader Delivery addresses one of the most frustrating challenges for PC players today – long load times and disruptive stuttering during a game’s first launch. The feature works by delivering precompiled shaders to your game at download time, reducing load The post Advanced Shader Delivery expands Public Preview with AMD appeared first on DirectX Developer Blog.

  • Automatic Super Resolution Preview Comes to the ROG Xbox Ally X for Docked Play
    by Amanda Skrabut, Sameer Nene, Luke Olsen on April 30, 2026 at 4:00 pm

    We previously introduced Automatic Super Resolution (Auto SR) on select Windows 11 Copilot+ PCs, to make games look sharper and play smoother. Today, we’re excited to give Xbox Insiders the opportunity to help us test and refine this feature on the ROG Xbox Ally X for docked play, where balancing framerate (FPS) and image quality can The post Automatic Super Resolution Preview Comes to the ROG Xbox Ally X for Docked Play appeared first on DirectX Developer Blog.

  • Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
    by Amar Patel on April 27, 2026 at 5:01 pm

    Overview Today, we are pleased to announce that Shader Model 6.10 and other features have been officially released with Agility SDK 1.720-preview and complementary DXC 1.10.2605.2. AgilitySDK 1.720-preview exposes the following features. There’s more detail further below, including download and driver links. Shader Model 6.10 (via DXC 1.10.2605.2): linalg::Matrix Group Wave Index Variable Group Shared The post Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview appeared first on DirectX Developer Blog.

  • D3D12 LinAlg Matrix Preview
    by Ashley Coleman on April 27, 2026 at 5:00 pm

    Welcome to the D3D12 LinAlg Matrix Preview release! Today, we are excited to announce the preview release for the D3D12 Linear Algebra APIs! This feature set unlocks comprehensive hardware acceleration for Matrix-oriented operations across various use cases. Previously, we announced the WaveMMA and Cooperative Vectors features which supported narrow matrix operation use cases; the LinAlg The post D3D12 LinAlg Matrix Preview appeared first on DirectX Developer Blog.

  • 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.

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