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...
View ArticleA 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...
View ArticleDev 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...
View ArticleComing 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...
View ArticleDirectX 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...
View ArticleComing 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....
View ArticleComing 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...
View ArticleComing 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...
View ArticleCPU- 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...
View ArticleDirectX 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...
View ArticleGPUs in the task manager
The below posting is from Steve Pronovost, our lead engineer responsible for the GPU scheduler and memory manager. GPUs in the Task Manager We're excited to introduce support for GPU performance data...
View ArticleAnnouncing new DirectX 12 features
Announcing new DirectX 12 features We’ve come a long way since we launched DirectX 12 with Windows 10 on July 29, 2015. Since then, we’ve heard every bit of feedback and improved the API to enhance...
View ArticleAnnouncing Microsoft DirectX Raytracing!
If you just want to see what DirectX Raytracing can do for gaming, check out the videos from Epic, Futuremark and EA, SEED. To learn about the magic behind the curtain, keep reading. 3D Graphics is a...
View ArticleGaming with Windows ML
Neural Networks Will Revolutionize Gaming Earlier this month, Microsoft announced the availability of Windows Machine Learning. We mentioned the wide-ranging applications of WinML on areas as diverse...
View ArticleFor best performance, use DXGI flip model
This document picks up where the MSDN “DXGI flip model” article and YouTube DirectX 12: Presentation Modes In Windows 10 and Presentation Enhancements in Windows 10: An Early Look videos left off. It...
View ArticleDirectX Raytracing and the Windows 10 October 2018 Update
DirectX Raytracing and the Windows 10 October 2018 Update The wait is finally over: we’re taking DirectX Raytracing (DXR) out of experimental mode! Today, once you update to the next release of Windows...
View ArticleDirect3D team office has a Wall of GPU History
When you are the team behind something like Direct3D, you need many different graphics cards to test on. And when you’ve been doing this for as long as we have, you’ll inevitably accumulate a LOT of...
View ArticleNew in D3D12 – DRED helps developers diagnose GPU faults
DRED stands for Device Removed Extended Data. DRED is an evolving set of diagnostic features designed to help identify the cause of unexpected device removal errors, delivering automatic breadcrumbs...
View ArticleDirect3D 11 on 12 Updates
(article by Jesse Natalie, posted by Shawn on his behalf) It’s been quite a while since we last talked about D3D11On12, which enables incremental porting of an application from D3D11 to D3D12 by...
View ArticleWorld of Warcraft uses DirectX 12 running on Windows 7
Blizzard added DirectX 12 support for their award-winning World of Warcraft game on Windows 10 in late 2018. This release received a warm welcome from gamers: thanks to DirectX 12 features such as...
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