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Microsoft, SER ile Ray Tracing Performansını Artırıyor Microsoft’un DirectX güncellemesi ile Intel ve NVIDIA GPU’larda Shader Execution Reordering sayesinde ray tracing performansı +80–90% artıyor.

🚀 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

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Celebrating 10 Years of DirectX 12 - DirectX Developer Blog Microsoft is committed to bringing you a great gaming experience and in honor of the 10th anniversary of DirectX 12, we're happy to celebrate some of our achievements with you all

Celebrating 10 Years of DirectX 12

buff.ly/L8szT51

#directx #gamedev #directx12 #graphics

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Celebrating 10 Years of DirectX 12 DirectX Developer Blog: 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, Dire...

Microsoft Celebrating 10 Years of DirectX 12 #DirectX12 #DX12
www.elevenforum.com/t/celebratin...

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#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

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Painkiller Returns: Classic FPS Hits Steam for $30, Demanding Modern PCs A classic 2004 first-person shooter, Painkiller, has returned to Steam, demanding substantial modern PC hardware for its updated release.

Painkiller Returns: Classic FPS Hits Steam for $30, Demanding Modern PCs

#DirectX12 #FPS #painkiller #Steam #systemrequirements

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`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

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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

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FSR 4 AMD: da ora oltre 85 giochi DirectX 12 sono supportati Come abilitare FSR 4 su oltre 85 giochi con il nuovo driver AMD Adrenalin 25.9.1 e RDNA 4: tutto ciò che c’è da sapere su compatibilità e frame generation AI.

💡 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

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AMD FidelityFX SDK 2.0 e FSR 4.0.2: l'AI entra nella grafica FidelityFX SDK 2.0 e FSR 4: AMD trasforma il rendering nei giochi con l'intelligenza artificiale neurale per ottenere grafica di nuova generazione su RDNA 4

💡 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

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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

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¿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

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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

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PlayStation 6やXbox次世代機では『DirectX 12 Work Graphs』は普及せず?その理由とは 次世代コンソール向けに注目される「DirectX 12 Work Graphs」技術。PlayStation 6や次期Xboxが対応予定ながら、現状の開発環境では普及に時間がかかると予測されます。その理由と将来の展望を解説します。

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

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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

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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

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SWTOR Q2 2025 Update: Dynamic Encounters, New Species Skins, and Galactic Threads Incoming SWTOR's Q2 2025 Producer Letter reveals Dynamic Worlds, 400+ skin color updates, story expansion news, and the return of Nar Shaddaa Nightlife.

🚨 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

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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

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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

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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

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Forgetting to include friction when calculating velocity or acceleration can lead to some truly unexpected results. 😅

#directx12 #vulkan #gamedev

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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

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VKD3D 1.16 Released: Major Updates for Direct3D 12 on Linux via Vulkan Blog com notícias sobre, Linux, Android, Segurança , etc

🚀 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

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D3D12 Memory Allocator The D3D12 Memory Allocator (D3D12MA) is a C++ library that provides a simple and easy-to-integrate API to help you allocate memory for DirectX®12 buffers and textures.

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...

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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

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

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

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DirectX 12 Agility SDK 1.716.0-preview Explained

DirectX 12 Agility SDK 1.716.0-preview Explained - a new post on my blog
asawicki.info/news_1783_di...
#directx12 #dx12

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GitHub - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator at feature/resource-tight-alignment Easy to integrate memory allocation library for Direct3D 12 - GitHub - GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator at feature/resource-tight-alignment

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...

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AgilitySDK 1.716.0-preview and 1.615-retail - 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 infor...

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

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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...

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Revived! A realtime version of Raytracing in one weekend

#DX12 #directx12 #DXR #raytracing #screenshotsaturday #gamedev

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Moore Threads MTT-S80: Gaming-Grafikkarten aus China beherrschen jetzt DirectX 12 Die Gaming-Grafikkarten des chinesischen Herstellers Moore Threads beherrschen jetzt DirectX 12. Benchmarks der MTT-S80 zeigen wie gut.

Moore Threads MTT-S80: Gaming-Grafikkarten aus China beherrschen jetzt DirectX 12 #moorethreads #mtts80 #directx12 #3dmark #timespy

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