DirectX Developer Blog

The latest news on Microsoft's Graphics and Display technology

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Announcing Shader Model 6.9 Retail and New D3D12 Improvements
Feb 26, 2026
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Announcing Shader Model 6.9 Retail and New D3D12 Improvements

Amar Patel Serena Tang
Amar,
Serena

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 releasing a handful of new preview features in a separate preview runtime: Agility SDK 1.719-preview. Overview AgilitySDK 1.619 exposes the following features. There's more detail further below, including download and driver links. AgilitySDK 1.719-preview exposes the features in 1.619 in addition to th…

Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
Feb 26, 2026
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Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12

Bill Kristiansen
Bill Kristiansen

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 Barriers to provide support for signaling and waiting on fences during command buffer execution. This provides more flexibility to synchronize between more distant dependencies in the command stream and allows for real-time dependencies between the GPU timeline and CPU timeline. This preview exposes Tier-1 Fence Barriers, which supports: Loo…

D3D12 Shader Execution Reordering
Feb 26, 2026
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D3D12 Shader Execution Reordering

Amar Patel
Amar Patel

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 required feature in Shader Model 6.9, meaning all drivers must accept shader code using SER.  It's up to individual devices to take advantage if possible. At GDC 2025 DXR 1.2 was announced including SER, and you can see it discussed in this: GDC DirectX State Of The Union YouTube Recording. In the video, Remedy showed raytracing cost reduced by 1/3 using a …

D3D12 Opacity Micromaps
Feb 26, 2026
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D3D12 Opacity Micromaps

Amar Patel Adam Miles
Amar,
Adam

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 discussed in this: GDC DirectX State Of The Union YouTube Recording. In the video, Remedy showed raytracing cost reduced by 1/3 using a synergistic combination of OMMs and Shader Execution Reordering in Alan Wake 2.  Out of the gate all NVIDIA raytracing capable hardware supports OMMs.  Over time additional hardware vendor support for OMMs will appear. …

Standardizing HLSL
Feb 10, 2026
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Standardizing HLSL

Chris Bieneman
Chris Bieneman

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 commitment to HLSL as a cross-platform language, built in collaboration with equal partners across the industry. All of the work of the committee will be public on GitHub, and the final standard will be available royalty-free for implementers. I will be talking about all of this and more on February 12, 2026 at the Khronos Shading Languages Symposium (watch on …

Celebrating 10 Years of DirectX 12
Dec 17, 2025
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Celebrating 10 Years of DirectX 12

Stefan Bojanic
Stefan Bojanic

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 developers to focus on gameplay & graphics by providing more flexibility and achievable performance wins. We built technologies that dramatically reduce load times and deliver consistently high frames for a polished gaming experience in the most demanding of titles. Our platform’s continuous evolution brought advanced visuals previously unimaginable into the main…

DirectX Graphics Samples Updated to Agility SDK + Enhanced Barriers examples
Dec 2, 2025
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DirectX Graphics Samples Updated to Agility SDK + Enhanced Barriers examples

Alexandre Cardoso
Alexandre Cardoso

We’re excited to share all DirectX Graphics Samples have been updated to use the latest DirectX 12 Agility SDK. What’s New: Why Enhanced Barriers Matter: Enhanced Barriers introduce a more expressive and predictable barrier model, reducing synchronization overhead and simplifying resource layout management and aliasing. Get Started: Visit https://github.com/microsoft/DirectX-Graphics-Samples to explore the updated samples.

Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview
Sep 25, 2025
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Agility SDK 1.618: Advanced Shader Delivery and 1.716 out of preview

Tanner Van De Walle Wendy Ho Randy Tidd
Tanner,
Wendy,
Randy

We are pleased to announce the retail release of AgilitySDK 1.618, available on Agility SDK Downloads today! This release promotes our 1.716 features out of preview and also introduces support for the recently announced advanced shader delivery feature. Advanced Shader Delivery Advanced shader delivery is a new feature that distributes precompiled shaders when downloading a game, eliminating in-game shader compilation stutter and long load times. This solves one of the biggest pain points in PC gaming today, making it easier than ever to deliver a console-quality experience on Windows. Advanced shader delive…

The Silicon, Graphics, Media and AI (SiGMA) team is hiring!
Sep 24, 2025
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The Silicon, Graphics, Media and AI (SiGMA) team is hiring!

ryankim
ryankim

Do you want to be a part of the Silicon, Graphics, Media and AI (SiGMA) platform team? We are hiring for multiple positions – if you’re interested in knowing more about opportunities in SiGMA, please see the below for more details!