Direct3d 12

Author: H | 2025-04-24

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Direct3D 12 provides an API and platform that allows apps to take advantage of the graphics and computing capabilities of PCs equipped with one or more Direct3D 12-compatible GPUs. Direct3D 12 reference: This section covers APIs for Direct3D 12-based graphics programming. Direct3D 12 glossary: These terms are distinctive of Direct3D 12. Direct3D 11 continues to be a viable option alongside Direct3D 12. Many of the new rendering features of Direct3D 12 are available in Direct3D 11.3. Direct3D 11.3 is a low-level graphics engine API; and Direct3D 12 goes even deeper. There are at least two ways that your development team can approach a Direct3D 12 title. Use Direct3D 12 exclusively

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Integration Direct3D 12 in Qt

Skip to main content This browser is no longer supported. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. Working Samples Article12/30/2021 In this article -->Working samples are available for download, showing the usage of a number of features of Direct3D 12.Working samplesWorking samples (in the form of Visual Studio 2015 projects) can be downloaded from GitHub/Microsoft/DirectX-Graphics-Samples.NoteThe exact list of samples available at this location will vary as samples are added and updated.Sample titleDescriptionDesktopUWPWalk-throughHelloWorld HelloWindowHelloTriangleHelloBundlesHelloConstBuffersHelloTextureThe HelloWorld sample set contains the following simple projects to help you get started with Direct3D 12. Creates a window in preparation of rendering Direct3D 12 content.Renders a simple triangle using Direct3D 12.Demonstrates the usage of a bundle for rendering using Direct3D 12.Demonstrates how to use constant buffers to pass data to the GPU used for rendering in Direct3D 12.Demonstrates how to apply a texture to a triangle using Direct3D 12.YYCreating a basic Direct3D 12 componentD3D12BundlesDemonstrates frame buffering and synchronization best practices as well as rendering a simple mesh using bundles.YYD3D12MultithreadingAn example of how to build a multithreaded capable application.YND3D12nBodyGravityDemonstrates how multi-engine can be used to do asynchronous compute work alongside 3D work on the same GPU.YYMulti-engine n-body gravity simulationD3D12PredicationQueriesDemonstrates occlusion culling using query heaps and predication.YYPredication queriesD3D12DynamicIndexingDemonstrates the dynamic indexing capabilities of DirectX 12 and HLSL.YYDynamic Indexing using HLSL 5.1D3D1211on12Demonstrates basic usage of the 11on12 layer. This sample renders text using D2D using the Direct3D 11 API on a Direct3D 12 11on12 device.YYD2D using D3D11on12D3D12ExecuteIndirectDemonstrates compute engine culling in conjunction with the execute indirect feature to only render objects that pass the culling test.YYIndirect drawing and GPU cullingD3D12PipelineStateCacheDemonstrates Pipeline State Object (PSO) caching.YYD3D12FullscreenDemonstrates how to handle fullscreen to windowed transitions and window resizing in DirectX 12.YYD3D12HeterogeneousMultiadapterDemonstrates how to share workloads amongst multiple heterogenous GPUs using shared heaps.YYD3D12ReservedResourcesDemonstrates the use of reserved (tiled) resources. In this sample a quad is textured with a reserved resource containing a full mip chain.YYD3D12ResidencyThis is intended as a low-integration-cost solution to managing your Direct3D 12 heaps and committed resources, using memory management techniques from Direct3D 11.YYD3D12SmallResourcesDemonstrates the use of small placed resources, showing the potential memory savings gained using placed resources (with a 4K alignment) over committed and reserved resources (with a 64K alignment).YY Direct3D 12 Programming Guide D3D12 Code Walk-Throughs --> Feedback Additional resources In this article

dcmagic

Vulkan, Direct3D 11 and Direct3D 12 renderer for Unreal Tournament

OpenXR Vulkan/OpenGL on Direct3D 12 interoperability layerThis software enables OpenXR apps developed for Vulkan/OpenGL to work with OpenXR runtimes that have support for Direct3D 12 and not Vulkan/OpenGL.DISCLAIMER: This software is distributed as-is, without any warranties or conditions of any kind. Use at your own risks.SetupDownload the latest version from the Releases page. Find the installer program under Assets, file OpenXR-Vk-D3D12.msi.For troubleshooting, the log file can be found at %LocalAppData%\XR_APILAYER_MBUCCHIA_vulkan_d3d12_interop.log.LimitationsThis has only been tested with Windows Mixed Reality.This has only been tested with NVIDIA and AMD video cards.Vulkan support has been tested with BeamNG, the X-Plane 12 Demo, the HelloXR sample app from Khronos, Unity 2021, Godot 4, Adobe Substance 3D and Enscape 3D.OpenGL support has been tested with HelloXR sample app from Khronos, Autodesk VRED 2024 and Paraview.It is compatible with OpenXR Toolkit.Known issuesApplications using legacy XR_KHR_vulkan_enable must enable Vulkan timeline semaphores at device creation time. VkPhysicalDeviceTimelineSemaphoreFeatures timelineSemaphoreFeatures{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES}; timelineSemaphoreFeatures.timelineSemaphore = true; // Chain timelineSemaphoreFeatures to your VkDeviceCreateInfo struct.Applications using OpenGL with an OpenXR runtimes without support for mutable FOV (as reported in XrViewConfigurationProperties) and applications using OpenGL and rendering quad layers will have rendering upside-down. The necessary code to Y-flip the image is not implemented.If you are having issues, please visit the Issues page to look at existing support requests or to file a new one.OpenXR ConformanceThe API layer passed all OpenXR conformance tests (at v1.0.26.0) with Vulkan as the graphics API and with Windows Mixed Reality at the backing OpenXR runtime.How does it work?This API layer sits between any OpenXR application and the OpenXR runtime. It enhances the currently selected OpenXR runtime with the OpenXR extensions necessary for Vulkan support (XR_KHR_vulkan_enable and XR_KHR_vulkan_enable2). It uses the OpenXR runtime's Direct3D 12 support to efficiently bridge the application's Vulkan rendering to Direct3D 12. This processes does not add any overhead: the swapchains (drawing surfaces) requested by the application in Vulkan formats are imported as-is from Direct3D 12, there is no additional copy nor composition phase. Upon submission of the rendered frame, a simple fence synchronization primitive is inserted in the GPU queue shared with the OpenXR runtime, which will not block the application's rendering loop.Same principle applies to OpenGL support.

Porting from Direct3D 11 to Direct3D 12 - Win32 apps

Blog Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial You are using an out of date browser. It may not display this or other websites correctly.You should upgrade or use an alternative browser. How to Fix Direct3D errors Thread starter Thread starter jbrown156 Start date Start date Oct 2, 2014 Tags Tags Direct3D Directx tutorial Many computer games, as well as some 3D modelling programs, rely on the Direct3D component of DirectX to render graphics. If your computer has a problem with a DirectX file or a graphics driver, it can cause these programs to crash or not open. Windows includes a tool for testing your DirectX installation, and you can solve most issues by turning on hardware acceleration or updating DirectX and your video driver.InstructionsChecking the DirectX Installation1 Press "Windows-R" and enter "dxdiag" to run the DirectX Diagnostic Tool.2 Open the "Display" tab to see the status of Direct3D and other graphics components in DirectX.3 Read the "Notes" box to learn about any errors with Direct3D. If DirectX is installed correctly, it will read "No problems found."4 Read the "Feature Levels" line in the Drivers section to see which versions of DirectX your video card supports. Programs that require a version other than those listed will not work on your computer.5 Check the DirectX Features section to make sure each line reads "Enabled." If any line does not, you need to enable hardware acceleration.Enabling Hardware Acceleration6 Right-click the desktop and choose "Screen Resolution."7 Click "Advanced Settings."8 Open the "Troubleshooting" tab and click "Change Settings." Enter the administrator password if prompted.9 Slide the "Hardware Acceleration" option to "Full."Updating DirectX and Video Drivers10 Run Windows Update from the Control Panel to install updates for DirectX 11, available on Windows versions dating back to Vista. On Windows 8, Windows Update is the only method to update DirectX 11. On Windows 7 or Vista, you can alternatively download the updates manually (links in Resources).11 Download and open the DirectX End-User Runtime Web Installer (link in Resources) to update DirectX 9. DirectX 9 installs and runs separately from DirectX 11, and many games require it even on systems with DirectX 11 installed.12 Install the June 2010 version of DirectX 9 (link in Resources) if the Web Installer reports you already have an up to date version but you continue to have trouble with DirectX 9 applications. This offline installer includes every update to DirectX 9 and will reinstall over your existing copy, potentially fixing its problems.13 Update your video drivers either through Windows Update or by downloading drivers from the Nvidia, ATI or Intel website, depending on your graphics hardware. If you already have the. Direct3D 12 provides an API and platform that allows apps to take advantage of the graphics and computing capabilities of PCs equipped with one or more Direct3D 12-compatible GPUs. Direct3D 12 reference: This section covers APIs for Direct3D 12-based graphics programming. Direct3D 12 glossary: These terms are distinctive of Direct3D 12. Direct3D 11 continues to be a viable option alongside Direct3D 12. Many of the new rendering features of Direct3D 12 are available in Direct3D 11.3. Direct3D 11.3 is a low-level graphics engine API; and Direct3D 12 goes even deeper. There are at least two ways that your development team can approach a Direct3D 12 title. Use Direct3D 12 exclusively

direct3d-12-with-direct3d-11-direct-2d-and-gdi.md - GitHub

Faster cores so that people on lower specced hardware can use runahead with more frames in advance.CRT Switch Res – GroovyMAME-like features for 15KHz capable CRT monitors!Thanks to forum-user Alphanu, RetroArch now has the ability to query cores for their exact video timing data, which can be used to switch to native-resolution, 15 kHz modelines for use with standard-definition CRT TVs.This is a big step for retro purists, as RetroArch can now output “pixel-perfect” video with accurate timing to compatible displays, even quickly switching between interlaced and non-interlaced modes on the fly.This capability is currently Windows-only and requires modelines to be created in advance by CRT_EmuDriver or Custom Resolution Utility with a compatible GPU. Linux support is coming soon.In case you’d like to learn more, follow these links:ATI CRT EmuDriver15Khz CRT documentation WikiDirect3D improvements, additions, and a new Direct3D10 driverWith RetroArch 1.7.1, we really stepped our game up to finally start treating Windows as a first-class citizen platform. You have seen this in the form of dedicated Direct 3D 11/12 video drivers that had the ability to run the same shaders as Vulkan, our new slang shader spec that is made possible by the impressive Khronos/ARM-backed project SPIRV-Cross.Increased backwards compatibilityPreviously, the Direct3D 11 driver required that your graphics card driver supported at least Shader Model 5.0. We have since downgraded this requirement to Shader Model 4.0. As a result, I am now able to use the Direct3D 11 video driver on an old 2010 laptop GPU that only supports Shader Model 4.0 (it’s an ATI Mobility Radeon HD 4300). We also try to support more D3D11 feature levels instead of just defaulting to 11.0.New Direct3D 10 video driverOn some systems, though, you won’t be able to make use of the Direct3D 11 driver no matter what. One of those systems happened to be another old laptop I had lying around here. This one has a Geforce 9200M GS, and the specs state that it supports up to Direct X 10 and Shader Model 4.0. Direct3D 11 is a no go on this GPU even with the increased backwards compatibility.It’s for this purpose that me and aliaspider spent some time to finally make the Direct3D 10 driver feature-complete. Direct3D 10 should be available from Windows Vista and up, whereas Direct3D 11 is available from Windows 7 and up. The Direct 3D 10 driver should be feature complete and identical to the Direct3D 11 driver, with the sole exception of hardware rendering contexts not being available right now with Direct3D 10.Which brings us to the last Direct3D-related subject…Direct3D-powered libretro cores are now possible!This feature is easily worth its own article, but since we already covered this before and because 1.7.2 has so many huge features, we will relegate this to a side note. Nevertheless, it is none the less important.Up until now, if you wanted to use hardware-accelerated 3D rendering in a libretro core, your options were OpenGL and/or Vulkan. There is now a third option – Direct3D 11, and the first

porting-from-direct3d-11-to-direct3d-12.md - GitHub

5.x development series. The Wine C runtime is updated to support linking to MinGW-compiled binaries; it is used by default instead of the MinGW runtime when building DLLs. Graphics: Multiple display adapters and monitors are properly supported, including dynamic configuration changes. The Vulkan driver supports up to version 1.1.126 of the Vulkan spec. The WindowsCodecs library is able to convert more bitmap formats, including palette-indexed formats. Direct3D: Fullscreen Direct3D applications inhibit the screensaver. DXGI swapchain presents inform the application when the corresponding window is minimized. This typically allows applications to reduce CPU usage while minimized, and is in some cases required to allow the application window to be restored again. Switching between fullscreen and windowed modes using the standard Alt+Enter combination is implemented for DXGI applications. The following features are implemented for Direct3D 12 applications: Switching between fullscreen and windowed. Changing display modes. Scaled presents. Swap intervals. These features were previously already implemented for earlier versions of the Direct3D API. The handling of various edge cases is improved. Among others: Out of range reference values for the alpha and stencil tests. Sampling 2D resources with 3D samplers and vice versa. Drawing with mapped textures and buffers. Usage of invalid DirectDraw clipper objects. Creating Direct3D devices on invalid Windows, like the desktop window. Viewports with a minimum Z larger than or equal to the maximum Z. Resources bound through both shader-resource views and render-target or depth-stencil views at the same time. Blits between formats with and without alpha components. Since well-behaved

Important Changes from Direct3D 11 to Direct3D 12 - Win32 apps

Microsoft plans to usher in the next-generation of gaming realism with DirectX 12 and graphics tool set Direct3D 12, the company announced at GDC 2014.For consumers, this developer-focused API translates to PC, console and mobile games with richer scenes, a higher on-screen object count and full use of their modern graphics cards.DirectX 12 is intended to work across all of Microsoft's platforms including Windows 8, Xbox One and Windows Phone 8.Promising benefits like reduced GPU overhead and better render efficiency, this overhauled, closer-to-the-metal API software should lead to more balanced game performance.Best of all, this still-in-development balanced performance can be sought on existing computer hardware. The DirectX update won't require an upgrade for 80% of "gamer PCs" currently being sold, said Microsoft.DirectX 12 release dateMicrosoft's upbeat DirectX 12 compatibility claim is important because it wants users to keep buying PCs that run the Windows 8.1 operating system as well as the Xbox One.It's not like waiting around for the DirectX update isn't a viable option for most gamers who want to build a new gaming rig right now.Sign up for breaking news, reviews, opinion, top tech deals, and more.Microsoft demoed Xbox One's Forza Motorsport 5 on PC with console-level efficiency. The tech demo of this photorealistic racing game wouldn't be possible on the PC without DirectX 12.However, DirectX 12 and Direct3D 12 aren't supposed to launch until holiday 2015. A preview version is expected later this year.By the DirectX 12 release date, we should have Windows 9. Direct3D 12 provides an API and platform that allows apps to take advantage of the graphics and computing capabilities of PCs equipped with one or more Direct3D 12-compatible GPUs. Direct3D 12 reference: This section covers APIs for Direct3D 12-based graphics programming. Direct3D 12 glossary: These terms are distinctive of Direct3D 12.

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User6160

Skip to main content This browser is no longer supported. Upgrade to Microsoft Edge to take advantage of the latest features, security updates, and technical support. Working Samples Article12/30/2021 In this article -->Working samples are available for download, showing the usage of a number of features of Direct3D 12.Working samplesWorking samples (in the form of Visual Studio 2015 projects) can be downloaded from GitHub/Microsoft/DirectX-Graphics-Samples.NoteThe exact list of samples available at this location will vary as samples are added and updated.Sample titleDescriptionDesktopUWPWalk-throughHelloWorld HelloWindowHelloTriangleHelloBundlesHelloConstBuffersHelloTextureThe HelloWorld sample set contains the following simple projects to help you get started with Direct3D 12. Creates a window in preparation of rendering Direct3D 12 content.Renders a simple triangle using Direct3D 12.Demonstrates the usage of a bundle for rendering using Direct3D 12.Demonstrates how to use constant buffers to pass data to the GPU used for rendering in Direct3D 12.Demonstrates how to apply a texture to a triangle using Direct3D 12.YYCreating a basic Direct3D 12 componentD3D12BundlesDemonstrates frame buffering and synchronization best practices as well as rendering a simple mesh using bundles.YYD3D12MultithreadingAn example of how to build a multithreaded capable application.YND3D12nBodyGravityDemonstrates how multi-engine can be used to do asynchronous compute work alongside 3D work on the same GPU.YYMulti-engine n-body gravity simulationD3D12PredicationQueriesDemonstrates occlusion culling using query heaps and predication.YYPredication queriesD3D12DynamicIndexingDemonstrates the dynamic indexing capabilities of DirectX 12 and HLSL.YYDynamic Indexing using HLSL 5.1D3D1211on12Demonstrates basic usage of the 11on12 layer. This sample renders text using D2D using the Direct3D 11 API on a Direct3D 12 11on12 device.YYD2D using D3D11on12D3D12ExecuteIndirectDemonstrates compute engine culling in conjunction with the execute indirect feature to only render objects that pass the culling test.YYIndirect drawing and GPU cullingD3D12PipelineStateCacheDemonstrates Pipeline State Object (PSO) caching.YYD3D12FullscreenDemonstrates how to handle fullscreen to windowed transitions and window resizing in DirectX 12.YYD3D12HeterogeneousMultiadapterDemonstrates how to share workloads amongst multiple heterogenous GPUs using shared heaps.YYD3D12ReservedResourcesDemonstrates the use of reserved (tiled) resources. In this sample a quad is textured with a reserved resource containing a full mip chain.YYD3D12ResidencyThis is intended as a low-integration-cost solution to managing your Direct3D 12 heaps and committed resources, using memory management techniques from Direct3D 11.YYD3D12SmallResourcesDemonstrates the use of small placed resources, showing the potential memory savings gained using placed resources (with a 4K alignment) over committed and reserved resources (with a 64K alignment).YY Direct3D 12 Programming Guide D3D12 Code Walk-Throughs --> Feedback Additional resources In this article

2025-03-27
User3666

OpenXR Vulkan/OpenGL on Direct3D 12 interoperability layerThis software enables OpenXR apps developed for Vulkan/OpenGL to work with OpenXR runtimes that have support for Direct3D 12 and not Vulkan/OpenGL.DISCLAIMER: This software is distributed as-is, without any warranties or conditions of any kind. Use at your own risks.SetupDownload the latest version from the Releases page. Find the installer program under Assets, file OpenXR-Vk-D3D12.msi.For troubleshooting, the log file can be found at %LocalAppData%\XR_APILAYER_MBUCCHIA_vulkan_d3d12_interop.log.LimitationsThis has only been tested with Windows Mixed Reality.This has only been tested with NVIDIA and AMD video cards.Vulkan support has been tested with BeamNG, the X-Plane 12 Demo, the HelloXR sample app from Khronos, Unity 2021, Godot 4, Adobe Substance 3D and Enscape 3D.OpenGL support has been tested with HelloXR sample app from Khronos, Autodesk VRED 2024 and Paraview.It is compatible with OpenXR Toolkit.Known issuesApplications using legacy XR_KHR_vulkan_enable must enable Vulkan timeline semaphores at device creation time. VkPhysicalDeviceTimelineSemaphoreFeatures timelineSemaphoreFeatures{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES}; timelineSemaphoreFeatures.timelineSemaphore = true; // Chain timelineSemaphoreFeatures to your VkDeviceCreateInfo struct.Applications using OpenGL with an OpenXR runtimes without support for mutable FOV (as reported in XrViewConfigurationProperties) and applications using OpenGL and rendering quad layers will have rendering upside-down. The necessary code to Y-flip the image is not implemented.If you are having issues, please visit the Issues page to look at existing support requests or to file a new one.OpenXR ConformanceThe API layer passed all OpenXR conformance tests (at v1.0.26.0) with Vulkan as the graphics API and with Windows Mixed Reality at the backing OpenXR runtime.How does it work?This API layer sits between any OpenXR application and the OpenXR runtime. It enhances the currently selected OpenXR runtime with the OpenXR extensions necessary for Vulkan support (XR_KHR_vulkan_enable and XR_KHR_vulkan_enable2). It uses the OpenXR runtime's Direct3D 12 support to efficiently bridge the application's Vulkan rendering to Direct3D 12. This processes does not add any overhead: the swapchains (drawing surfaces) requested by the application in Vulkan formats are imported as-is from Direct3D 12, there is no additional copy nor composition phase. Upon submission of the rendered frame, a simple fence synchronization primitive is inserted in the GPU queue shared with the OpenXR runtime, which will not block the application's rendering loop.Same principle applies to OpenGL support.

2025-03-29
User9242

Faster cores so that people on lower specced hardware can use runahead with more frames in advance.CRT Switch Res – GroovyMAME-like features for 15KHz capable CRT monitors!Thanks to forum-user Alphanu, RetroArch now has the ability to query cores for their exact video timing data, which can be used to switch to native-resolution, 15 kHz modelines for use with standard-definition CRT TVs.This is a big step for retro purists, as RetroArch can now output “pixel-perfect” video with accurate timing to compatible displays, even quickly switching between interlaced and non-interlaced modes on the fly.This capability is currently Windows-only and requires modelines to be created in advance by CRT_EmuDriver or Custom Resolution Utility with a compatible GPU. Linux support is coming soon.In case you’d like to learn more, follow these links:ATI CRT EmuDriver15Khz CRT documentation WikiDirect3D improvements, additions, and a new Direct3D10 driverWith RetroArch 1.7.1, we really stepped our game up to finally start treating Windows as a first-class citizen platform. You have seen this in the form of dedicated Direct 3D 11/12 video drivers that had the ability to run the same shaders as Vulkan, our new slang shader spec that is made possible by the impressive Khronos/ARM-backed project SPIRV-Cross.Increased backwards compatibilityPreviously, the Direct3D 11 driver required that your graphics card driver supported at least Shader Model 5.0. We have since downgraded this requirement to Shader Model 4.0. As a result, I am now able to use the Direct3D 11 video driver on an old 2010 laptop GPU that only supports Shader Model 4.0 (it’s an ATI Mobility Radeon HD 4300). We also try to support more D3D11 feature levels instead of just defaulting to 11.0.New Direct3D 10 video driverOn some systems, though, you won’t be able to make use of the Direct3D 11 driver no matter what. One of those systems happened to be another old laptop I had lying around here. This one has a Geforce 9200M GS, and the specs state that it supports up to Direct X 10 and Shader Model 4.0. Direct3D 11 is a no go on this GPU even with the increased backwards compatibility.It’s for this purpose that me and aliaspider spent some time to finally make the Direct3D 10 driver feature-complete. Direct3D 10 should be available from Windows Vista and up, whereas Direct3D 11 is available from Windows 7 and up. The Direct 3D 10 driver should be feature complete and identical to the Direct3D 11 driver, with the sole exception of hardware rendering contexts not being available right now with Direct3D 10.Which brings us to the last Direct3D-related subject…Direct3D-powered libretro cores are now possible!This feature is easily worth its own article, but since we already covered this before and because 1.7.2 has so many huge features, we will relegate this to a side note. Nevertheless, it is none the less important.Up until now, if you wanted to use hardware-accelerated 3D rendering in a libretro core, your options were OpenGL and/or Vulkan. There is now a third option – Direct3D 11, and the first

2025-03-28
User9662

5.x development series. The Wine C runtime is updated to support linking to MinGW-compiled binaries; it is used by default instead of the MinGW runtime when building DLLs. Graphics: Multiple display adapters and monitors are properly supported, including dynamic configuration changes. The Vulkan driver supports up to version 1.1.126 of the Vulkan spec. The WindowsCodecs library is able to convert more bitmap formats, including palette-indexed formats. Direct3D: Fullscreen Direct3D applications inhibit the screensaver. DXGI swapchain presents inform the application when the corresponding window is minimized. This typically allows applications to reduce CPU usage while minimized, and is in some cases required to allow the application window to be restored again. Switching between fullscreen and windowed modes using the standard Alt+Enter combination is implemented for DXGI applications. The following features are implemented for Direct3D 12 applications: Switching between fullscreen and windowed. Changing display modes. Scaled presents. Swap intervals. These features were previously already implemented for earlier versions of the Direct3D API. The handling of various edge cases is improved. Among others: Out of range reference values for the alpha and stencil tests. Sampling 2D resources with 3D samplers and vice versa. Drawing with mapped textures and buffers. Usage of invalid DirectDraw clipper objects. Creating Direct3D devices on invalid Windows, like the desktop window. Viewports with a minimum Z larger than or equal to the maximum Z. Resources bound through both shader-resource views and render-target or depth-stencil views at the same time. Blits between formats with and without alpha components. Since well-behaved

2025-04-10
User3348

Advanced Video Options, with Hardware & Software DirectX level highlighted and showing a new feature classic effects. High dynamic range moved to video options. On modern systems, the "Hardware DirectX level" (also referred to as "feature level") usually should display as "DirectX 9.0+" (or "DirectX 9.0" on any Intel graphics card).Source engine games (prior to Left 4 Dead), which primarily only runs on Direct3D 9, has a DirectX level systems to provide compatibility with older (DX8 or earlier) or weaker DirectX 9-capable GPUs, by disabling certain graphical features not available (or works poorly) in older/weaker graphics card and lowering the graphical settings.Each section has a description of what each version of DirectX is capable of, for reference when creating fallback materials for older GPUs with lower DirectX feature levels. Under each heading are features not available in previous versions of DirectX.To run the game with lower DirectX levels on the newer graphics card, use the mat_dxlevel cvar, or -dxlevel command line arguments. Set it to 60, 70, 80, 81, 90 or 95 to set the corresponding DirectX version; it is not possible to run at a higher level than the graphics hardware is capable of. Risk of Confusion:There is a misconception that changing mat_dxlevel or dxlevel will also make Source engine runs on different version of Direct3D, but this is not true as changing mat_dxlevel (DirectX levels), does not actually change Direct3D version to Direct3D 8 or earlier. Source will always run on Direct3D 9 renderer (or Direct3D 11/12 on some third-party engine branches). However, various DirectX 9 features, assets and shaders will be disabled or fallback to DirectX 8 or earlier for compatibility with older graphics card, or to improve performance with older GPUs that have poor support for DirectX 9. Older DirectX levels are also used to allow Nvidia's RTX Remix (used in Portal with RTX and upcoming Half-Life 2 RTX, and requires fixed-function shaders) to add raytracing while also replacing DX7/DX8 level assets with PBR capable materials. Additionally, DirectX levels should not be confused with Direct3D versions. As a example, GeForce FX 5x00 by default, while support

2025-04-11

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