🦜 DirectX Developer Blog
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Announcing Shader Model 6.9 Retail and New D3D12 Improvements
https://devblogs.microsoft.com/directx/shader-model-6-9-retail-and-more/
Published: February 26, 2026 18:05
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…
Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
https://devblogs.microsoft.com/directx/fence-barriers-fine-grained-gpu-synchronization-in-direct3d-12/
Published: February 26, 2026 17:58
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…
D3D12 Shader Execution Reordering
https://devblogs.microsoft.com/directx/shader-execution-reordering/
Published: February 26, 2026 17:55
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…
D3D12 Opacity Micromaps
https://devblogs.microsoft.com/directx/d3d12-opacity-micromaps/
Published: February 26, 2026 17:55
DirectX Raytracing (DXR) now supports Opacity Micromaps (OMMs), enabling hardware to handle alpha tested geometry more efficiently than relying only on costly AnyHit shader invocations. At GDC 2025 DXR 1.2 was announced including OMMs, and you can see it…
Standardizing HLSL
https://devblogs.microsoft.com/directx/standardizing-hlsl/
Published: February 10, 2026 17:05
The HLSL team is excited to announce the formation of Ecma Technical Committee 57; a committee to standardize the High Level Shading Language. The formation of this committee marks an important milestone in HLSL’s development and strengthens Microsoft’s…
Celebrating 10 Years of DirectX 12
https://devblogs.microsoft.com/directx/celebrating-10-years-of-directx-12/
Published: December 17, 2025 16:00
DirectX12 shipped in 2015 with a simple goal: give developers more control so games run faster, look better, and scale across Windows PC and console. Over the last decade, DirectX 12 delivered on that promise. We added features and made it easier for…
DirectX Graphics Samples Updated to Agility SDK + Enhanced Barriers examples
https://devblogs.microsoft.com/directx/directx-graphics-samples-updated-to-agility-sdk-enhanced-barriers-examples/
Published: December 2, 2025 18:00
We’re excited to share all DirectX Graphics Samples have been updated to use the latest DirectX 12 Agility SDK. What’s New: Agility SDK Integration: All samples now leverage the latest Agility SDK for improved compatibility and faster adoption of new…
Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview
https://devblogs.microsoft.com/directx/agility-sdk-1-618/
Published: September 25, 2025 17:00
We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the recently announced advanced shader delivery feature.…
Protected: The Silicon, Graphics, Media and AI (SiGMA) team is hiring!
https://devblogs.microsoft.com/directx/sigma-engineering-hiring-2025/
Published: September 25, 2025 06:26
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The post Protected: The Silicon, Graphics, Media and AI (SiGMA) team is hiring! appeared first on DirectX Developer Blog.
Shader Model 6.9 and The Future of Cooperative Vector
https://devblogs.microsoft.com/directx/shader-model-6-9-and-the-future-of-cooperative-vector/
Published: September 11, 2025 17:00
Direct3D Cooperative Vector is Evolving DirectX continues to evolve to support the growing demands of AI and machine learning workloads. As part of this effort, we plan to introduce an expanded suite of linear algebra capabilities in a future Shader Model…