DirectX 12 feature

Microsoft will showcase new DirectX 12 features & SDK on April 21st

Microsoft has announced that it will hold its Game Stack Live event on April 21st. During that event, the team will reveal its DX12 “Agility” SDK, as well as some new DirectX 12 features.

As WindowsCentral noted, the DX12 Agility SDK aims to “solve a pain point for developers who say adopting new DirectX12 graphics features is cumbersome.”

With this new DX12 SDK, it will be easier to adopt the new features of this latest API. Furthermore, it won’t interrupt or impact existing games, and come with more reliable bug fixes.

Moreover, this new SDK will come with a new shader model, Shader Model 6.6.

Lastly, Microsoft will also demonstrate a range of existing and new DirectX 12 features during that event, including toolsets for HDR support across Windows 10 and Xbox. The team will also discuss DirectStorage for PC.

Stay tuned for more!

37 thoughts on “Microsoft will showcase new DirectX 12 features & SDK on April 21st”

  1. Good maybe they can finally get developers from making DX11 games or DX11 games into DX12 shells. Current Gen consoles should for no reason have games made on DX11 anyways.

  2. Good maybe they can finally get developers from making DX11 games or DX11 games into DX12 shells. Current Gen consoles should for no reason have games made on DX11 anyways and come to PC as a DX11 game.

      1. Outer Worlds was nearly completed when MS bought Obsidian. But new Obsidian game Grounded by default use DX12.

        With nearly all PC gamers using Windows 10 they can push new DX12 features like raytracing or DirectML every single year

  3. Microsoft will showcase new DirectX 12 features & SDK on April 21st that someone will use in about 15 years

    1. For first few years it will be only used in games created by internal Microsoft teams such as: Forza, Gears, Halo, Doom, Hellblade, Perfect Dark and Indiana Jones.

      Third party developers like EA or Ubisoft will wait few years. MS used DX12 in every own game since 2016… developers like Ubisoft or EA still use DX11 in games in 2020/2021

      1. ID Tech 7 engine already support DX12 on Xbox. Bethesda used Vulkan only for PC release because they wanted sell games to Windows 7 users. But ID Tech engine always supported DX12, even older ID Tech 6 used DX12 on Xbox One.

        MS don’t care about few gamers that still use Windows 7. They will not create two versions of own game engine because it is expensive and pointless. Not to mention to bad PR if MS own engine use different API that DX12

      2. ID Tech 7 engine already support DX12 on Xbox. Bethesda used Vulkan only for PC release because they wanted sell games to Windows 7 users. But ID Tech engine always supported DX12, even older ID Tech 6 used DX12 on Xbox One.

        MS don’t care about few gamers that still use Windows 7. They will not create two versions of own game engine because it is expensive and pointless. Not to mention about bad PR message if MS own engine or MS own studio start to use different API that DX12.

        1. Every single game created by MS since early 2016 was DX12 only No other API like DX11, OpenGL, Mantle, Vulkan or Metal was supported. MS have own system, own API they don’t use API created by other companies

          1. Then I must be crazy, because I’m pretty sure Microsoft Flight Simulator, the one from 2020, is currently DX11 only.

    1. This is misleading claim. DX12 is faster than DX11, but has to be implemented correctly, which not everyone can do since it’s a low-level API. For example in SotTR DX12 runs significantly better and same is true for RotTR (at least for me).

      1. that is more likely down to their DX11 implementation being pure garbage. shadow of the tomb raider is one of the poorest running games out there when in DX11 mode and there is no reason for that.

      2. that is more likely down to their DX11 implementation being pure garbage. shadow of the tomb raider is one of the poorest running games out there when in DX11 mode and there is no reason for that.

          1. Vulkan definitely better than OpenGL since it was the first attempt to “clean-up” the API in almost two decade. But that’s not the case with direct x. As a modern API DX11 actually very good. Only that it is still heavily single treaded. Remember the original DX12? on the cpu side it is a major upgrade on the multi threaded workload but on the graphic side anything that can be done by DX12 can also be done by DX11. hence the new feature level 12_1 are available in DX11 as feature level 11_3. the caveat is doing it in DX12 are more complicated. Major triple A developer have experimenting with DX12 and they conclude the extra effort for DX12 might matter to some but not for others. For example you might gain 10% more performance for 50% more effort and resource spending. Probably why going forward MS only adding new features to DX12 only. Because if they keep improving DX11 alongside DX12 then some game developer probably did not want to fully migrate to DX12.

          2. Third party developers always use older API which is supported by old systems. Even whole DX12 renderer for Unreal Engine 4 was made by Microsoft and shared for free with Epic (UE4 is open source). Why? Because Tim Sweeney in 2015 he said that he don’t see reason to create UE4 for DX12 which is limited to Windows 10. MS was forced to create own fork of UE4 for Gears 4 which was later added for free to Epic

            If even engine developers like Epic don’t care about new DX versions then don’t be surprised that also game developers use older API. This is why we should be very happy that MS bought ID Software and now have own engine. Future DX versions will be supported in ID Tech at day 1

          3. Third party developers always use older API which is supported by old systems.

            Even whole DX12 renderer for Unreal Engine 4 was made by Microsoft and shared for free with Epic (UE4 is open source). Why? Because Tim Sweeney (Epic CEO) in 2015 said that he don’t see reason to create UE4 port for DX12 because API is limited to Windows 10. MS was forced to create own fork of UE4 for Gears 4 which was later shared with Epic.

            If even engine developers don’t care about new DX versions then don’t be surprised that also game developers use older API. This is why we should be very happy that MS bought ID Software and now have own engine. Future DX versions will be supported in ID Tech at day 1. With own game engine MS can even use new features before it will be shared public with others. This will give a huge boost to future versions of ID Tech engine

          4. MS acquired ID Software studio and their ID Tech engine. Phil Spencer said that he want this engine used by all MS studios. MS have own API and own system. Why you want to use some different API in their own games?

            I think that MS will release future ID Tech 8 for free with full support of DirectX 12 Ultimate with RT, DirectML, VRS 2.0 to have reference engine for all future versions of DirectX. This is something that help PC gamers a lot. All new DX features will be implemented day 1 without years of waiting until someone use them

          5. it doesn’t matter if MS own the team behind Id Tech. Id Tech since the 90s has been promoting OpenGL as alternative to the more popular direct x. it is open source initiatives. if MS really care about supporting open source software development they should encourage Id Tech effort in promoting Vulkan.

            also there are certain things that MS and Khronos Group do differently. when it comes to low level API Vulkan definitely do it better than Direct X because Vulkan like OpenGL allows for hardware specific extensions. this way IHV can use their exclusive hardware feature even if the 3D API did not support it officially.

          6. Vulkan was never supported by MS. This is open source project led by Khronos. MS spend 30 years building own API DirectX which they should support. Just like Apple have own Metal API and Sony have own Playstation API.

          7. and Id Tech has been working since the very beginning of their engine creation in the 90s to support open source API first. so MS will ask Id to ditch vulkan now they own the parent company of Id? Id Tech should keep continuing the work they have done with vulkan along side DX. among many game developer out there they are the most experienced and talented when it comes to OpenGL/Vulkan. and Id tech themselves already said there are simply where vulkan is better than DX12 when it comes to low level API.

          8. it might be if you’re triple A developer with triple A budget. in case with DX11 before we saw many small developer end up using the API exclusively even if they are not using DX11 exclusive graphical feature like tessellation. but we did not see such thing with DX12. just look at DX12 ultimate new feature. there are 4 of them and 3 of them are performance enhancing features. this is no doubt one of MS attempt to make game developer to migrate fully towards DX12.

          9. Again dx12 only looks so much better in Shadow of the tomb raider because the dx11 implementation is complete and utter crap.

          10. I didn’t say a damn thing about dx11 being faster than dx12. Maybe actually learn to read a little bit closer. What I said was that dx11 in Shadow of the tomb raider is complete and utter garbage and should not run that bad.

    1. Direct ML 1.4 is a huge update

      MS nearly doubled existing API from version 1.1 which was released less than year ago. They even skipped whole versions 1.2 and 1.3.

      I hope that that they will show some “own DLSS” on directx system level working on any modern GPU from Nvdia, AMD and Intel. This is only way to implement image reconstruction in every game

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