I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to rea...| Game Development Stack Exchange
We’re counting down the days until the Microsoft DirectX team will be at GDC 2025 with a lineup of exciting sessions and announcements to push the boundaries of game development.| DirectX Developer Blog
We are pleased to announce both a retail release of Shader hash bypass and a preview AgilitySDK release with several new features, available on Agility SDK Downloads today! You can find detailed information about all the features on the individual blog pages: 1.615 Shader hash bypass officially supports applications opting to bypass shader hash validation. It is […]| DirectX Developer Blog
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 Developer Blog
We are near the end of 2024 and I wanted to write up a long post about the current state of the rendering in Wicked Engine. If you are interested in graphics programming, then strap yourself in for a long read through some coarse brain dump, without going in too deep to any of the […]| Wicked Engine
Do you want to be a part of the SiGMA platform team? We are hiring for multiple positions in multiple locations!| DirectX Developer Blog
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 […]| DirectX Developer Blog
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 Developer Blog
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). […]| DirectX Developer Blog
Auto SR automatically enhances select existing games allowing players to effortlessly enjoy stunning visuals and fast framerates on CoPilot+ PCs equipped with a Snapdragon® X processor. DirectSR focuses on next generation games and developers, Together, they create a comprehensive SR solution across Windows devices, offering a fantastic balance of frame rate and visuals to make a vast part of your gaming library look and feel even more incredible.| DirectX Developer Blog
Texture streaming is an important feature of modern 3D engines as it is can be the largest contributor to reducing loading times and memory usage, as textures are usually the largest assets. Wicked Engine just got the first implementation of such a system, and here you can read about the details of it in depth.| Wicked Engine
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 […]| DirectX Developer Blog
Today the DirectX team is excited to announce the release of the Agility SDK 1.614.0 which includes full support for R9G9B9E5_SHAREDEXP (999E5) texture format for render targets and UAV read/writes! This new Agility SDK is also fully supported by PIX. To get the latest release head on over to our Agility SDK downloads page. Understanding […]| DirectX Developer Blog
There are a variety of ways to send vertex data to the GPU. Since DX12 and Vulkan, we can choose to use the old-school input layouts definitions in the pipeline state, or using descriptors, which became much more flexible since the DX11-era limitations. Wicked Engine has been using descriptors with bindless manual fetching for a […]| Wicked Engine
If you spend a long enough time in graphics development, the time will come eventually when you want to cast between different formats of a GPU resource. The problem is that information about how to do this was a bit hard to come by – until now. When is casting necessary? You will need to […]| Wicked Engine
I recently implemented animation retargeting, something that’s not frequently discussed on the internet in detail. My goal was specifically to copy animations between similar types of skeletons: humanoid to humanoid. A more complicated solution for example, that can retarget humanoid animation to a frog was not my intention. Animation basics To start with implementing something […]| Wicked Engine
Official release for Work Graphs in D3D12. This programming model unlocks latent capability for GPU autonomy and enables future evolution.| DirectX Developer Blog
We’re pleased to announce the release of our latest Agility SDK, complete with features we’ll be showcasing at GDC 2024. Get started today with the retail versions of Work Graphs, Shader Model 6.8, GPU Upload Heaps, and more! SDK Package Features SDK 1.613.3 Work Graphs Shader Model 6.8 Work Graphs support Start Vertex/Instance Location Wave […]| DirectX Developer Blog
The second post in this series on mesh shaders covers best practices for writing mesh and amplification shaders, as well as how to use the AMD Radeon™ Developer Tool Suite to profile and optimize mesh shaders.| AMD GPUOpen
Work graphs are a system for GPU autonomy in D3D12. Given the increasing prevalence of general compute workloads on GPUs, the motivation is to address some limitations in their programming model, unlock latent GPU capabilities, and enable future evolution.| DirectX Developer Blog