

Basically, in DirectX 12, the programmer, not the system or driver, is responsible for handling the following three usage patterns:ĭirectX 10 and 11 tracked the binding of resources to the graphics pipeline to keep resources alive that were already released by the application because they were still referenced by outstanding GPU work. In DirectX 11, the system was responsible for predicting or tracking resource usage patterns, which limited application design when using DirectX 11 on a broad scale. This article focuses on the changes in dealing with resources and leaves the description of how states are grouped in PSOs to future articles. DirectX 12 introduces pipeline state objects (PSOs) used to set an even larger group of states along with shaders. Overviewįrom a high-level point of view and compared to DirectX 10 and 11, the architecture of DirectX 12 differs in the areas of state management and the way resources are tracked and managed in memory.ĭirectX 10 introduced state objects to set a group of states during run time.

#Microsoft directx 11 drivers
Set-up instructions for installing the SDK, and the GPU drivers are provided after your acceptance to the DirectX Early Access Program. To develop games with DirectX 12, you need the following tools: In a typical game scenario, any gains in CPU power can be invested in better physics, AI, pathfinding, or other CPU intense tasks making the game more feature rich or energy efficient. This demo draws a large number of asteroids in space at a locked framerate ( /content/It consumes less than half of the CPU power when driven by the DirectX 12 API compared to DirectX 11**, resulting in a cooler device with longer battery life. The demo app can be switched from the DirectX 11 API to the DirectX 12 API by tapping a button.
#Microsoft directx 11 pro
By reducing resource overhead, DirectX 12 will help applications run more efficiently, decreasing energy consumption and allow gamers to play longer on mobile devices.Īt SIGGRAPH 2014 Intel measured the CPU power consumption when running a simple asteroids demo on a Microsoft Surface* Pro 3 tablet. On March 20 th, 2014, Microsoft announced DirectX* 12 at the Game Developers Conference. Download Introduction-to-Resource-Binding-in-Microsoft-DirectX12.pdf
