🦜 DirectX Developer Blog
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Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
https://devblogs.microsoft.com/directx/shader-model-6-10-agilitysdk-720-preview/
Published: April 27, 2026 17:01
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…
D3D12 LinAlg Matrix Preview
https://devblogs.microsoft.com/directx/d3d12-linalg-preview/
Published: April 27, 2026 17:00
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…
Evolving DirectX for the ML Era on Windows
https://devblogs.microsoft.com/directx/evolving-directx-for-the-ml-era-on-windows/
Published: March 12, 2026 20:33
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…
DirectX: Bringing Console-Level Developer Tools to Windows
https://devblogs.microsoft.com/directx/directx-bringing-console-level-developer-tools-to-windows/
Published: March 12, 2026 19:26
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…
DirectStorage 1.4 release adds support for Zstandard
https://devblogs.microsoft.com/directx/directstorage-1-4-release-adds-support-for-zstandard/
Published: March 11, 2026 19:00
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…
DirectX Innovation at GDC 2026
https://devblogs.microsoft.com/directx/directx-gdc-2026/
Published: March 4, 2026 18:00
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…
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…