- Dev Blogs
- DirectX Developer Blog
DirectX Developer Blog
The latest news on Microsoft's Graphics and Display technology
Latest posts
Enabling 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 broadly defines the suite of techniques that leverage AI/ML to dramatically transform traditional graphics pipelines. These new methods promise to push the boundaries of what’s possible in real-time graphics. DirectX is committed to cross-platform enablement of neural rendering techniques, and cooperative vectors are at the core of this initiative. We are excited to share our plans to add cooperative vector support to...
DirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1 Upscaler
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 (upscaler-only), bringing enhanced upscaling capabilities to further improve your gaming experience. Learn more about FSR 3.1 here. What’s New with FSR 3.1? With this update, developers can leverage FSR 3.1 upscaler alongside other leading SR technologies like Intel XeSS and NVIDIA DLSS Super Resolution through DirectSR’s common interface. This ensures a consistent and high-quality gaming experience across various hardware conf...
DirectX 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™. The HLSL team is committed to open development processes and collaborating with The Khronos® Group and LLVM Project. We’re sharing this information at the beginning of our multi-year development process so that we can be transparent about this transition from the start. We are working with the Khronos SPIR™ and Vulkan® working groups to ensure that this transition benefits the whole development ecosystem. Embracing...
The 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 more about opportunities in SiGMA, please see the below for more details! Note: We have several upcoming positions – stay tuned as we’ll continuously update this blog post as more job opportunities become live!
D3D12 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 Developer Mode within Windows (see the prerequisites section for more). This preview serves as a first look to explore what might be possible to ship in a future retail Agility SDK. We encourage developers to try out the feature and provide feedback to askd3dteam@microsoft.com which may influence the final design. - DirectX team Contents Overview Work graphs was...
Open Sourcing DXIL Validator Hash
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 you’re wondering what any of that means, strap in! DXIL Validator To understand the DXIL Validator you first need to understand a few basics of what DXIL is. DXIL, the DirectX Intermediate Language, is the format used to provide shader binaries to DirectX drivers. DXIL is based on the LLVM-3.7 IR module format, but is constrained to not support all valid features of LLVM’s IR. The constraints placed on a DXIL module are enforced by the DXIL Validato...
A 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 Snapdragon® X Series. These new Arm devices have cutting-edge new processing power coming from the CPU, GPU, and NPU (neural processing unit). This new hardware, in combination with innovations in Windows 11, is a step forward for Arm gaming. A few weeks ago, we showed several initiatives that improve the gaming experience on Arm-based Copilot+ PCs: advancements such as Prism emulation, automatic super resolution (Auto SR)...
Automatic Super Resolution: The First OS-Integrated AI-Based Super Resolution for Gaming
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 look stunning too! Ready for a quick visual challenge? Take a glance at these side-by-side images of Borderlands 3 played natively at 1440p versus one rendered at 720p but enhanced by AI-based Auto SR. Can you spot which one uses AI to boost visual quality? Me neither. And here’s a twist: while one runs at 24 frames per second, the other zips along at 40. Which do you think is which? As you ponder, let me int...
DirectSR 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 Resolution. These cutting-edge solutions elevate the gaming experience by boosting frame rates while maintaining exceptional visual quality. Yet as the number of SR variants continues to grow, developers are in search of a common SR API that will seamlessly scale across the hardware ecosystem. Today, we are thrilled to announce the preview release of DirectSR, a new API designed to standardize SR support in D3D12 titles...