D3D12 Work Graphs
This is the official release of D3D12 Work Graphs, enabling new types of GPU autonomy, originally available as a preview in 2023. To start, here’s what Epic sees: With the proliferation of GPU-driven...
View ArticleAgility SDK 1.614.0: R9B9G9E5 support for Render Targets and UAVs
Today the DirectX team is excited to announce the release of the Agility SDK 1.614.0 which includes full support for R9G9B9E5_SHAREDEXP (999E5) texture format for render targets and UAV read/writes!...
View ArticleDXC 1.8.2405 Available Now, Including HLSL 202x
The HLSL team is excited to announce DXC 1.8.2405 which is a packed release! In addition to a healthy assortment of bug fixes and quality of life improvements, this release features two things we’re...
View ArticleDirectSR Preview Available Now
In the evolving landscape of Super Resolution (SR), GPU hardware vendors have set the stage with their respective technologies – AMD FidelityFX Super Resolution, Intel XeSS, and NVIDIA DLSS Super...
View ArticleAutomatic Super Resolution: The First OS-Integrated AI-Based Super Resolution...
Welcome to the latest innovation in gaming graphics with Automatic super resolution (Auto SR)—the first OS-integrated AI super resolution (SR) technique where your games not only play smoother, but...
View ArticleA Step Forward for Gaming on Arm Devices
This year at Microsoft Build 2024 we announced a new set of Windows devices, Copilot+ PCs. Copilot+ PCs are a new class of Windows 11 PCs, including Arm-powered devices that are powered by the...
View ArticleOpen Sourcing DXIL Validator Hash
Everyone can now have the DXIL Validator!!! Today the HLSL team is announcing plans to open source the DXIL validator hashing algorithm and include it in the DirectXShaderCompiler sources on GitHub. If...
View ArticleD3D12 Preview: Mesh Nodes in Work Graphs
Hi everyone, Today we’re excited to announce the newest Preview Agility SDK v1.715.0, download here. Since this is a preview SDK, the new features are not in final state and thus only available via...
View ArticleThe Silicon Graphics Media and Artificial Intelligence (SiGMA) team is hiring!
Do you want to be a part of the Silicon Graphics Media and Artificial Intelligence (SiGMA) platform team? We are hiring for multiple positions in multiple locations – if you’re interested in knowing...
View ArticleDirectX Adopting SPIR-V as the Interchange Format of the Future
Today the Direct3D and HLSL teams are excited to share some insight into the next big step for GPU programmability. Once Shader Model 7 is released, DirectX 12 will accept shaders compiled to SPIR-V....
View ArticleDirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1...
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...
View ArticleAgility SDK 1.716.0-preview: Tight Alignment of Resources
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...
View ArticleEnabling Neural Rendering in DirectX: Cooperative Vector Support Coming Soon
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...
View ArticleAgility SDK 1.716.0-preview: Recreate At GPUVA
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...
View ArticleAgility SDK 1.716.0-preview: Application Specific Driver State
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...
View ArticleAgilitySDK 1.716.0-preview and 1.615-retail
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...
View ArticleAgility SDK 1.716.0-preview & 1.615-retail: Shader hash bypass
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...
View ArticleAgility SDK 1.716.0-preview: New D3D12 Video Encode Features
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...
View ArticleDirectX at GDC 2025
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...
View ArticleAnnouncing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025!
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...
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