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    DirectX Developer Blog

    devblogs.microsoft.com/directx · Company blog · on HN since 2019

    Microsoft's DirectX team announces graphics and storage API news such as DirectStorage, HLSL standardization, SPIR-V adoption, and work graphs.

    Visit blogHN submissions
    GamesSystems & PerformanceProgramming
    What HN says

    HN links it for DirectX announcements in discussions about Windows graphics latency, with some commenters calling Vulkan and DX12 a failed design.

    Stats for nerds
    86HN people shared it
    86linked in comments
    1.1Kstory points
    Jun 2026last shared
    2019people per year2026

    Top posts on HN

    1. 1
      DirectX is coming to the Windows Subsystem for Linux
      19 people · 772 points · first shared 2020 · 527 comments on HN
    2. 2
      DirectX Adopting SPIR-V as the Interchange Format of the Future
      6 people · 174 points · first shared 2024 · 133 comments on HN
    3. 3
      DirectStorage API Now Available on PC
      5 people · 18 points · first shared 2022 · Discussion on HN
    4. 4
      DirectStorage 1.1 Coming Soon
      5 people · 11 points · first shared 2022 · Discussion on HN
    5. 5
      DirectX 12 Work Graphs now stable
      3 people · 10 points · first shared 2024 · 1 comments on HN
    6. 6
      Advancing the State of Color Management in Windows
      1 person · 8 points · first shared 2022 · 1 comments on HN
    7. 7
      DirectStorage Is Coming to PC
      8 people · 7 points · first shared 2020 · Discussion on HN
    8. 8
      Celebrating 10 Years of DirectX 12
      2 people · 7 points · first shared 2025 · 1 comments on HN
    9. 9
      Ecma Technical Committee 57: Standardization of the High-Level Shading Language
      4 people · 5 points · first shared 2026 · Discussion on HN
    10. 10
      DirectX Innovation on Display at GDC 2024
      2 people · 5 points · first shared 2024 · Discussion on HN

    What HN people wrote when they linked it

    • cyber_kinetistFeb 2024

      This adds more to the evidence that Vulkan / DX12 seems like a failed API design, when too many graphics engineers are reinventing the wheel by building their render-graph API on top of these (propietary triple-A game engines, Unreal Engine, and now Godot...) Instead of real-time graphics APIs providing all these low-level manual synchronization primitives and cumbersome PSOs, maybe they should just provide an official Render Graph API instead? Provide all of the operations and its dependencies in an acyclic graph up-front, and the driver handles synchronization automatically in the most performant manner tailored to the hardware.

      I guess there needed some trial-and-error in the gamedev world for about a decade to really nail down a nice to use but also performant graphics API design. Vulkan being originated from the Mantle API from AMD didn't help - since it was a low-level console API mainly accustomed to AMD's GPUs and really didn't seem like it would fit for a more "general-purpose" API spanning a huge range of hardware and can stand the test of time. And with Microsoft's DX12 hastely copying from AMD's initial design it also has all the same issues (The irony is that DX11 is still the best graphics API you can use in gamedev in Windows in terms of ergonomics and even performance - seeing many trying to dauntingly build a DX12 backend and end up performing worse than DX11...)

      Nowadays I'm obversing that the industry has known these issues for a while and are…

    • timviseeSep 2020

      Great article. Would like to see this become a reality.

      I'm not so sure about this idea though, if Microsoft would ever take this path, it'll probably be far far in the future.

      I think Microsoft releases and Edge version for Linux in an attempt to get Linux users on board to use their products. People using this will probably be less reluctant to try other Microsoft products as well.

      Edge is based on Chromium, which is already Linux native. It probably took Microsoft minimal effort to release a Linux binary as well, making this a win-win situation for them.

      Now to strengthen that argument; Microsoft did not release any other enduser software for native Linux yet, such as Office or other Windowws native tools. At least, I'm not aware of any. Maybe this is something they'll take on in the future, only one can dream. Now I know there's .NET Core and PowerShell, but I'd hardly call that enduser software.

      At the same time they're working on various things that seem like a vender-lockin. I'll give two examples.

      The first is the Windows/Microsoft Store and UWP. More and more applications (and AAA games) are released through this store as UWP apps. These UWP apps (and the store) cannot be emulated (yes I know Wine is not an emulator) on a Linux host at this moment and function as a DRM layer, nor do I think this will happen anytime soon.

      As second example, take DirectX. Microsoft recently showed plans for supporting DirectX on Linux…

    • zokierJan 2025

      > Its definitely the same on Windows as it always was, which is the platform I most developed games for.

      Not really. Most games use "borderless windowed" mode instead of fullscreen exclusive, and even FSE is not true exclusive mode anymore in most cases.

      https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/

      > When using Fullscreen Optimizations, your game believes that it is running in Fullscreen Exclusive, but behind the scenes, Windows has the game running in borderless windowed mode. When a game is run in borderless windowed mode, the game does not have full control of the display– that overarching control is given back to the Desktop Window Manager (DWM).

      see also https://learn.microsoft.com/en-us/windows/win32/direct3ddxgi/for-best-performance--use-dxgi-flip-model

    • jd3Oct 2021

      It's been a long time since I used Chrome on Windows — do you know if Chrome's fullscreen mode leverages exclusive fullscreen/fse/fullscreen optimizations[0]?

      I'm pretty sure that's what most games use to bypass the forced DWM vsync. For example, when I used Dolphin on one of those cheap 60hz IPS LCD monitors with no internal scaler, I always preferred the lower latency + tearing in exclusive fullscreen compared to the laggy + smooth windowed mode. There was honestly such a stark difference between the two that I found the game to be unplayable in DWM's windowed vsync mode.

      [0]: https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/

      edit: to answer my own question, it looks like Chrome does not use exclusive fullscreen https://news.ycombinator.com/item?id=28784108

    • ack_completeSep 2025

      The Agility SDK is unrelated to what is being discussed here. It is a delivery mechanism for the Direct3D 12 runtime instead of DXGI, it is opt-in from the application side, and is done through a more stable loader stage in the core OS instead of hot-patching.

      It does, however, give insight into the situation that the DirectX team is in. The in-box version of D3D12Core in the latest version of Windows 11 is SDK version 612. This can be compared against the released Agility SDK versions:

      https://devblogs.microsoft.com/directx/gettingstarted-dx12agility/

      SDK version 612 is just before the 613 Agility SDK release on 3/11/2024. This means that the version of DirectX 12 they are able to ship in the main OS is a year and a half behind the latest released version.

    • Const-meOct 2022

      Yeah, that's more or less correct.

      > The new combined shader will be named "Mesh" shader

      It's only new for Vulkan. On Windows and XBox, mesh shaders were implemented couple years ago:
      https://devblogs.microsoft.com/directx/coming-to-directx-12-mesh-shaders-and-amplification-shaders-reinventing-the-geometry-pipeline/

      This new Vulkan extension is a direct copy-paste of the above, leveraging the same hardware.

      However, the hardware support for mesh shaders is less than ideal. That thing needs feature level 12.2, so-called "DirectX 12 Ultimate".
      It only works on nVidia Turing (GeForce 20 series) or newer, and AMD RDNA2 (Radeon RX 6000 series, and current generation of game consoles).

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