Showing category results for DirectX

Apr 27, 2026
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Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview

Amar Patel

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. ...

Apr 27, 2026
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D3D12 LinAlg Matrix Preview

Ashley Coleman

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 na...

Mar 12, 2026
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Evolving DirectX for the ML Era on Windows

Adele,
Serena

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, how co...

Mar 12, 2026
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DirectX: Bringing Console-Level Developer Tools to Windows

Norman,
Austin

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.   ...

Mar 12, 2026
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Advanced Shader Delivery: What’s New at GDC 2026

Wendy Ho

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 apps...

Mar 11, 2026
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DirectStorage 1.4 release adds support for Zstandard

Clarke,
Larry

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, enab...

DirectXGamingGraphics
Mar 4, 2026
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DirectX Innovation at GDC 2026 

Jacques van Rhyn

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 ...

Feb 26, 2026
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Announcing Shader Model 6.9 Retail and New D3D12 Improvements

Amar,
Serena

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....

Feb 26, 2026
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Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12

Bill Kristiansen

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. ...

Feb 26, 2026
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D3D12 Shader Execution Reordering

Amar Patel

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....