Microsoft jasno pokazuje da budućnost grafike na Windows platformi vidi u integraciji mašinskog učenja i naprednih ray tracing tehnologija #DirectX12
benchmark.rs/vesti/gejmin...
🚀 Microsoft, Shader Execution Reordering (SER) ile DirectX Raytracing performansını artırıyor! Intel Battlemage %90, NVIDIA Ada Lovelace %40, Blackwell %80 artış sağladı. Henüz AMD testleri yok, oyun performansı merak konusu.
get4games.com/microsoft-se...
#SER #RayTracing #GPU #DirectX12
Celebrating 10 Years of DirectX 12
buff.ly/L8szT51
#directx #gamedev #directx12 #graphics
Microsoft Celebrating 10 Years of DirectX 12 #DirectX12 #DX12
www.elevenforum.com/t/celebratin...
#DX11 #DirectX11 #DX12 #DirectX12 #ベンチマーク
DX11以前のゲームだとグラボの消費電力は300㍗前後
DX12のゲームだと600㍗行く
DX11以前のSKYRIMやFalloutをやってる内は燃えることはないとほぼ断言できる
最新のDX12をやると燃える可能性大
ちなみに300㍗でもコレだけのスコアが出る
Painkiller Returns: Classic FPS Hits Steam for $30, Demanding Modern PCs
#DirectX12 #FPS #painkiller #Steam #systemrequirements
`RenderSurfaceFactory` is a static factory class that creates `RenderSurface` instances with appropriate device implementations injected based on API type selection.
#gamedev #indiedev #solodev #dev #ai #rendering #graphics
#vulkan #directx12 #metal #opengl
#shaderdev #graphicsprogramming
AMD erweitert FSR-4-Unterstützung auf 85 DirectX-12-Spiele
www.hardwareinside.de/amd-erweitert-fsr-4-unte...
#hardwareinside #hwi #news #fsr4 #amd #spiele #85 #directx12 #erweitert #unterstützung
💡 Il driver AMD 25.9.1 porta il supporto di FSR 4 a più di 85 giochi che già integrano FSR 3.1
gomoot.com/il-driver-am...
#amd #blog #directx12 #driver #fsr3 #fsr4 #news #optiscaler #picks #rdna4 #tech #tecnologia #vulkan
💡 AMD FidelityFX SDK 2.0 e FSR 4.0.2: l’AI entra nel motore grafico
gomoot.com/amd-fidelity...
#ai #amd #blog #directx12 #fidelityfx #fsr #fsr4 #gpu #ia #neural #news #picks #rdna4 #rdna5 #redstone #rx9000 #rx9070xt #sdk #tech #tecnologia #udna
I now have a first person camera system for my renderer. It can be controlled with keyboard/mouse or gamepad. 😊
#directx12 #vulkan #gamedev #indiedev #IndieGameDev
¿Tu gráfica con 8 GB de VRAM está acabada? ¡Pues igual no! Nvidia y Microsoft preparan una IA que reduce un 90 % la memoria necesaria y dispara el rendimiento.
#DLSS4 #NvidiaRTX #GamingPC #DirectX12 #IAgaming
I can now load the textures from the scene.
I have a separate Texture Compiler library that can generate mips and compress the texture to BC7.
In the 2 screenshots, the same view without/with basic lighting. No shadows yet.
#directx12 #vulkan #gamedev #indiedev #IndieGameDev
次世代グラフィックス技術「DirectX 12 Work Graphs」は、PS6や次期Xboxにも対応予定🎮️
でも…実は“すぐには普及しない”って本当?🤔
ハードはOKでも、ソフトが追いつかない理由とは。
詳しくはこちら👇
nozo3-kao6.tokyo/playstation-...
#PS6 #Xbox #次世代機 #WorkGraphs #DirectX12
Not trying to gatekeep Gears of War, but if it's now available on PS5 and IF Xbox were to become obsolete, there’d be very little reason left to use DirectX. #DirectX12 #GameDev #Vulkan
I've added functionality for the PS5 DualSense controller to my cross-platform gaming library. 😊
Feel free to explore the source code: github.com/double-buffe...
#directx12 #vulkan #gamedev #IndieGameDev #dualsense
🚨 SWTOR Q2 2025 Producer Letter is live!
Get the scoop on Dynamic Worlds, 400+ new skin tones, DirectX 12, Nar Shaddaa Nightlife, and Galactic Threads.
🛠️ Updates
🎯 PvP
🌌 Story
🎲 Events
📖 Read the breakdown: swtorstrategies.com/2025/06/swto...
#SWTOR #StarWars #MMORPG #GalacticThreads #DirectX12
This is what happens when something goes wrong while refactoring the geometry data layout. 😅
The sample is written in C23. Check the source code here: github.com/double-buffe...
#directx12 #vulkan #gamedev #IndieGameDev
I have implemented input management that works on Windows, macOS and Linux.
To test it, what better way than to apply some cool motions to my 3D model viewer. 😊
The sample is written in C23. Check the source code here: github.com/double-buffe...
#directx12 #vulkan #gamedev
I have implemented a basic OBJ file loader and I can render a 3D model with Mesh Shaders. It works on all platforms: DirectX12, Vulkan and Apple Metal.
The sample is written in C23, check the source code here: github.com/double-buffe...
#directx12 #vulkan #gamedev
Forgetting to include friction when calculating velocity or acceleration can lead to some truly unexpected results. 😅
#directx12 #vulkan #gamedev
I've developed a compute shader sample for my graphics library, Elemental, using a beautiful fractal to test it.
It runs on Windows, Linux, MacOS, and iOS, and is written in C.
Check out the source code: github.com/double-buffe...
#directx12 #vulkan #gamedev
🚀 Big news for Linux gamers! VKD3D 1.16 just dropped with DXIL shader support and geometry shader improvements—making Windows D3D12 games run smoother than ever on Vulkan.
🔗 Download: Read more: 👉 tinyurl.com/bdea579k #LinuxGaming #Wine #DirectX12
After years of continuous development, we just tagged a new release of D3D12 Memory Allocator library v3.0.0 🎉
🏷️ So if you want the latest and greatest D3D12MA, or just more info - head over to GPUOpen!
#Direct3D #DirectX12
gpuopen.com/d3d12-memory...
微軟釋出 DirectX Raytracing 1.2,效能提升高達2.3倍,但 NVIDIA 已經擁有關鍵功能
在 GDC 2025 上展示的 DirectX 12 Ultimate 创新亮点的宣传图
微軟釋出DirectX Raytracing 1.2,承諾光線追蹤效能提升高達2.3倍!但有趣的是,NVIDIA從RTX 30系列就已支援這些關鍵功能,而AMD和Intel還在追趕中。這次更新到底是真正革新還是隻是在標準化NVIDIA已有技術?🤔 點選瞭解詳情!
biggo.com.tw/news/202503211502_Micros...
#DirectX12 #光線追蹤
DirectX 12 Agility SDK 1.716.0-preview Explained - a new post on my blog
asawicki.info/news_1783_di...
#directx12 #dx12
I added support for the new #directx12 #dx12 resource tight alignment to D3D12 Memory Allocator. Because it is a preview feature, I did it on a branch: github.com/GPUOpen-Libr...
The new DirectX 12 Agility SDK 1.615.0 and 1.716.0-preview adds some exciting features! I plan to write more about it on my blog soon. D3D12 Memory Allocator library and D3d12info tool will need an update.
devblogs.microsoft.com/directx/agil...
#directx12 #dx12
A little #DirectX12 tip: Passing NULL to Map/Unmap means you want to read/written entire resource. Passing empty range like {0, 0} means you plan to read/changed nothing. Know the difference and use it properly.
If you don't, it won't necessarily work wrong, but just to be formally correct...
Revived! A realtime version of Raytracing in one weekend
#DX12 #directx12 #DXR #raytracing #screenshotsaturday #gamedev