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Debugger Extension for DRED

Microsoft recently announced the release of DRED (Device Removed Extended Data) for D3D12 in the Windows 10 May 2019 Update (previously referred to as the Windows 10 19H1 Preview).  Buried in that post...

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We’re upgrading to discord!

We’re upgrading the directxtech.com forum to a Discord channel – go to https://discord.gg/directx to join today! We’re going to use our Discord channel in the same way as our directxtech.com forums,...

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Useful Links

Below is a list of links that a DirectX 12 developer would find useful: DirectX Discord DirectX team on Twitter DirectX Developer Blog DirectX YouTube Channel DirectX API documentation PIX on Windows...

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Use VHD to Accelerate DirectX 12 Development

DirectX 12 has been evolving rapidly, with new features and new tools released in each major Windows 10 OS upgrade. We also provide feature preview through the Windows Insider Program to encourage...

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New in D3D12 – Motion Estimation

In the Windows 10 May 2019 Update, codenamed 19H1, D3D12 has added a new Motion Estimation feature to D3D12. Motion estimation is the process of determining motion vectors that describe the...

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Porting DirectX 12 games to Windows 7

We announced “World of Warcraft uses DirectX 12 running on Windows 7” back in March. Since that time, we have received warm welcome from the gaming community, and we continued to work with several game...

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D3DConfig: A new tool to manage DirectX Control Panel settings

The DirectX Control Panel (DXCpl.exe) has dutifully given developers the ability to configure Direct3D debug settings for nearly two decades.  But what started as a simple utility for controlling D3D...

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DRED v1.2 supports PIX marker and event strings in Auto-Breadcrumbs

In Windows 10 1903, DRED 1.1 provided D3D12 developers with the ability to diagnose device removed events using GPU page fault data and automatic breadcrumbs. As a result, TDR debugging pain has been...

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A Look Inside D3D12 Resource State Barriers

Many D3D12 developers have become accustomed to managing resource state transitions and read/write hazards themselves using the ResourceBarrier API. Prior to D3D12, such details were handled internally...

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Dev Preview of New DirectX 12 Features

In this blog post, we will preview a suite of new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback. We will briefly explain what each feature is and how it...

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Coming to DirectX 12— Sampler Feedback: some useful once-hidden data, unlocked

Why Feedback: A Streaming Scenario Suppose you are shading a complicated 3D scene. The camera moves swiftly throughout the scene, causing some objects to be moved into different levels of detail. Since...

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DirectX Raytracing (DXR) Tier 1.1

Real-time raytracing is still in its very early days, so unsurprisingly there is plenty of room for the industry to move forward.  Since the launch of DXR, the initial wave of feedback has resulted in...

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Coming to DirectX 12— Mesh Shaders and Amplification Shaders: Reinventing the...

D3D12 is adding two new shader stages: the Mesh Shader and the Amplification Shader. These additions will streamline the rendering pipeline, while simultaneously boosting flexibility and efficiency....

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Coming to DirectX 12: More control over memory allocation

In the next update to Windows, D3D12 will be adding two new flags to the D3D12_HEAP_FLAG enumeration. These new flags are “impermanent” properties, which don’t affect the resulting memory itself, but...

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Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs

D3D is introducing D3D9on12 with resource interop APIs and adding similar resource interop APIs to D3D11on12.  With this new support, callers can now retrieve the underlying D3D12 resource from the...

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CPU- and GPU-boundedness

We wrote this article to explain two key terms: CPU-bound and GPU-bound. There’s some misinformation about this terms, and we’re hoping this article can help fix this problem. Even though applications...

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DirectX 12 and Fortnite

On Monday, Epic Games announced that DirectX 12 support is coming to Fortnite. And today, the wait is over: anyone updating to the v11.20 patch has the option to try out Fortnite’s beta DX12 path! What...

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Demystifying Fullscreen Optimizations

TLDR – Demystifying Fullscreen vs Windowed Mode    Games on PC generally offer three different types of display modes: Fullscreen Exclusive (FSE), Windowed, and Borderless Windowed. Fullscreen...

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D3D12 Translation Layer and D3D11On12 are now open source

If you’re a developer looking to port your game to DX12, we have good news: There’s a helper library available to get you there more easily! We’re excited to announce that the D3D12 Translation Layer...

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Announcing DirectX Developer Day

GDC may have been postponed, but we aren’t going to let that prevent us from bringing the next generation of graphics innovation to the world.  Join us this Thursday, March 19, for a virtual DirectX...

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