DirectX Developer Blog
devblogs.microsoft.com/directx
The latest news on Microsoft's Graphics and Display technology
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- 194 from 20 Mar 2014 to 28 Oct 2026
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- weekly (27 in the last year)
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2026 25
- DirectX Dump Files are now ready for your retail games
- Announcing Agility SDK 1.620 Retail and 1.722 Preview: DirectX Dump Files, Partial Graphics Programs, and So Much More!
- [PREVIEW] Raytracing: Clustered Geometry, Partitioned TLAS, Indirect Acceleration Structure Builds
- Async Commands Fallback Layer
- Advanced Shader Delivery is Available Now Across Hardware and Coming Soon to Other Storefronts
- Advanced Shader Delivery Coming Soon across Windows 11 and Available for Gears of War: E-Day Today
- Introducing DxTimingCaptureLibrary
- Auto SR Comes to Intel Core Ultra Series-3 Processors
- DirectX Dump Files Preview Now Available!
- Announcing AgilitySDK 721 Preview and an addition to LinAlg in Shader Model 6.10
- Partial Graphics Programs
- Advanced Shader Delivery expands Public Preview with AMD
- Automatic Super Resolution Preview Comes to the ROG Xbox Ally X for Docked Play
- Announcing Shader Model 6.10 Preview and AgilitySDK 720 Preview
- D3D12 LinAlg Matrix Preview
- Evolving DirectX for the ML Era on Windows
- DirectX: Bringing Console-Level Developer Tools to Windows
- Advanced Shader Delivery: What’s New at GDC 2026
- DirectStorage 1.4 release adds support for Zstandard
- DirectX Innovation at GDC 2026
- Announcing Shader Model 6.9 Retail and New D3D12 Improvements
- Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
- D3D12 Shader Execution Reordering
- D3D12 Opacity Micromaps
- Standardizing HLSL
2025 20
- Celebrating 10 Years of DirectX 12
- DirectX Graphics Samples Updated to Agility SDK + Enhanced Barriers examples
- Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview
- The Silicon, Graphics, Media and AI (SiGMA) team is hiring!
- Shader Model 6.9 and The Future of Cooperative Vector
- Introducing Advanced Shader Delivery
- DirectStorage 1.3 is now available
- D3D12 Cooperative Vector
- D3D12 Opacity Micromaps
- D3D12 Shader Execution Reordering
- Agility SDK 1.717-preview and 1.616-retail
- HLSL Native and Long Vectors
- Announcing DirectX Raytracing 1.2, PIX, Neural Rendering and more at GDC 2025!
- DirectX at GDC 2025
- Agility SDK 1.716.0-preview: New D3D12 Video Encode Features
- Agility SDK 1.716.0-preview & 1.615-retail: Shader hash bypass
- AgilitySDK 1.716.0-preview and 1.615-retail
- Agility SDK 1.716.0-preview: Application Specific Driver State
- Agility SDK 1.716.0-preview: Recreate At GPUVA
- Enabling Neural Rendering in DirectX: Cooperative Vector Support Coming Soon
2024 15
- Agility SDK 1.716.0-preview: Tight Alignment of Resources
- DirectSR Preview: Now Supporting AMD FidelityFX™ Super Resolution (FSR) 3.1 Upscaler
- DirectX Adopting SPIR-V as the Interchange Format of the Future
- The Silicon Graphics Media and Artificial Intelligence (SiGMA) team is hiring!
- D3D12 Preview: Mesh Nodes in Work Graphs
- Open Sourcing DXIL Validator Hash
- A Step Forward for Gaming on Arm Devices
- Automatic Super Resolution: The First OS-Integrated AI-Based Super Resolution for Gaming
- DirectSR Preview Available Now
- DXC 1.8.2405 Available Now, Including HLSL 202x
- Agility SDK 1.614.0: R9B9G9E5 support for Render Targets and UAVs
- D3D12 Work Graphs
- Agility SDK 1.613.3 Available Now, Including Support for GDC 2024 Showcase Features
- DirectX Innovation on Display at GDC 2024
- Introducing Neural Processor Unit (NPU) support in DirectML (developer preview)
2023 19
- DirectML: Accelerating AI on Windows, now with NPUs
- Boost Your Gen AI Experience with our DirectML extension for Automatic1111’s WebUI
- Announcing preview support for Llama 2 in DirectML
- Enhanced Color Filter Controls for Windows 11
- Optimizing hybrid laptop performance with Cross Adapter Scan-Out (CASO)
- HLSL 2021 Migration Guide
- D3D12 Work Graphs Preview
- Agility SDK 1.711.3-preview: Work Graphs, Wave Matrix, AV1 Encoding
- OpenGL® on DX12 enables STEEL ASSAULT to launch on Xbox
- DirectML at Build 2023
- Adobe Premiere Pro leverages DirectML on new AI Silicon
- Optimize DirectML performance with Olive
- DirectML ❤ Stable Diffusion
- DirectStorage 1.2 Available Now
- Agility SDK 1.610.3: Updated RenderPasses and minor Vulkan compatibility improvement
- Agility SDK 1.710.0-preview: GPU Upload Heaps and Non-normalized Sampling
- Video acceleration API (VA-API) now available on Windows!
- Navigating the Redesigned Graphics Settings page
- Updates in d3dx12.h: Nuget Packaging, Header Bloat Reduction, and D3DX12GetCopyableFootprints
2022 22
- DirectStorage GDeflate Reference Implementation Now Available
- Agility SDK 1.608.0: Enhanced Barriers and more
- DirectStorage 1.1 Now Available
- Opening HLSL Planning
- DirectStorage 1.1 Coming Soon
- Advancing the State of Color Management in Windows
- Announcing WARP preview with Shader Model 6.7 support
- Celebrating 20 Years of DirectX 9
- The Windows HDR Calibration app is here
- Announcing our summer Agility SDKs
- Agility SDK 1.606.3: Shader Model 6.7 is now publicly available!
- Preview Agility SDK 1.706.3-preview: SM 6.7, Enhanced Barriers and more
- Agility SDK 1.602.4
- DirectStorage SDK 1.0.2
- Windows Graphics News – 2022 Q1
- Agility SDK 1.602.0
- Exciting additions to your Auto HDR experience on PC
- DirectStorage API Now Available on PC
- Updates in Graphics and Gaming
- The Windows HDR Calibration app will soon be coming to PCs
- In the works: HLSL Shader Model 6.7
- Windows Graphics News – 2021 Q4
2021 22
- Agility SDK 1.600.10 – minor bugfix release
- Announcing HLSL 2021
- Agility SDK 1.700.10 – our first Agility SDK preview!
- Announcing new DirectX 12 feature – Video Encoding!
- D3D12 Enhanced Barriers Preview
- Windows Graphics News – 2021 Q3
- Introducing a New API for Checking Feature Support in Direct3D 12
- Guide on how to get the most out of your HDR display
- Windows 2021 HDR getting started guide
- Open Sourcing Direct3D 9 on 12 and the Release of the DXBC Signer NuGet Package
- DirectStorage Developer Preview now available!
- Windows Graphics News – 2021 Q2
- The Xbox Graphics, PIX, and HLSL teams are hiring!
- Dynamic refresh rate – Get the best of both worlds
- Avoid Annoying Unexpected App Rearrangement – Your PC Can Sleep Without Nightmares
- DirectX at Game Stack Live 2021
- Announcing HLSL Shader Model 6.6
- Announcing the DirectX 12 Agility SDK!
- Getting Started with the Agility SDK
- Windows Graphics News – 2021 Q1
- Auto HDR Preview for PC Available Today
- Moving Gears to Tier 2 Variable Rate Shading
2020 16
- In the works: HLSL Shader Model 6.6
- Announcing the OpenCL™ and OpenGL® Compatibility Pack for Windows 10 on ARM
- DirectX 12 Ultimate for Holiday 2020
- D3D12 Debug Layer Message Callback
- D3D12 Debug Object Auto-Naming
- DirectStorage is coming to PC
- New in DirectX— Feature Level 12_2
- Hardware Accelerated GPU Scheduling
- Iterating on Variable Rate Shading in Gears Tactics
- DirectX ❤ Linux
- In the works: OpenCL™ and OpenGL® mapping layers to DirectX
- DirectX 12 Ultimate Getting Started Guide
- Announcing DirectX 12 Ultimate
- DirectX Developer Day Schedule
- Announcing DirectX Developer Day
- D3D12 Translation Layer and D3D11On12 are now open source
2019 30
- Demystifying Fullscreen Optimizations
- DirectX 12 and Fortnite
- CPU- and GPU-boundedness
- Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs
- Coming to DirectX 12: More control over memory allocation
- Coming to DirectX 12— Mesh Shaders and Amplification Shaders: Reinventing the Geometry Pipeline
- DirectX Raytracing (DXR) Tier 1.1
- Coming to DirectX 12— Sampler Feedback: some useful once-hidden data, unlocked
- Dev Preview of New DirectX 12 Features
- A Look Inside D3D12 Resource State Barriers
- DRED v1.2 supports PIX marker and event strings in Auto-Breadcrumbs
- D3DConfig: A new tool to manage DirectX Control Panel settings
- Porting DirectX 12 games to Windows 7
- New in D3D12 – Motion Estimation
- Use VHD to Accelerate DirectX 12 Development
- Useful Links
- We’re upgrading to discord!
- Debugger Extension for DRED
- OS Variable Refresh Rate
- DirectX 12 boosts performance of HITMAN 2
- New in D3D12 – background shader optimizations
- DirectX engineering specs published
- New in D3D12 – GPU-Based Validation (GBV) is now available for Shader Model 6.x
- New in D3D12 – DirectX Raytracing (DXR) now supports library subobjects
- DirectML at GDC 2019
- Variable Rate Shading: a scalpel in a world of sledgehammers
- World of Warcraft uses DirectX 12 running on Windows 7
- Direct3D 11 on 12 Updates
- New in D3D12 – DRED helps developers diagnose GPU faults
- Direct3D team office has a Wall of GPU History
2018 4
2017 5
- Announcing new DirectX 12 features
- GPUs in the task manager
- GPU plugins, improved SDK layers, and hang debugging: Bringing DirectX 12 tools to the next level
- New DirectX Shader Compiler based on Clang/LLVM now available as Open Source
- DX12 performance tuning and debugging – PIX on Windows (beta) released!
2016 3
2015 8
- Ashes of the Singularity makes gaming history with DirectX 12
- Windows 10 and DirectX 12 released!
- Hello World: DirectX 12 developer edition
- GRFX at //build 2015: What will you build?
- DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you
- DirectX 12 Rocks in 3DMark’s API Overhead Test
- DirectX 12 – Looking back at GDC 2015 and a year of amazing progress
- DirectX 12 at GDC 2015