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Although this article demonstrates how to optimize games for the upcoming DirectX 12®, for those already using DirectX 11, this article should give you a head start in developing your next game for DirectX 12. DirectX 12 features like improved multithreaded rendering, VRAM compression, and ray tracing will make your games run better on the new hardware. Follow these tutorials for a head start.

Pass, the key to multi-threaded rendering, was introduced in DirectX 10, and it lets developers create more threads when making multithreaded rendering easier. Pass offers a wide range of features to developers: GPU-wide resources can be allocated, resource offsetting can be enabled to minimize the overhead incurred by the main thread, and parallel memory allocation and rendering paths are supported. In DirectX 11, Pass is updated. It also offers an opportunity for developers to experience a more “script-like” rendering code. The following figure shows the difference between DirectX 11 and DirectX 12.

To demonstrate Pass, we create a rendering pass with a semaphore that protects a resource. First, we place a semaphore on a resource to protect it from the main thread. Next, we lock the semaphore. The main thread will not be able to access the resource while the semaphore is locked. The semaphore is then released. This can be seen as a locking primitive used to ensure that the rendering thread is the only thread able to access the resource. This semaphore technique is used for accessing resource buffers and data structures, where the semaphores are protected by locks. In DirectX 11, there is a deadlock problem because it does not support resource offsetting, so it cannot perform multiple rendering threads at the same time. In DirectX 11, the main thread cannot start rendering while the semaphore is locked. In DirectX 12, semaphores are used to lock resources and guarantee that resources are only accessed by the appropriate threads.

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A number of structures are defined for us by Microsoft. DirectX 11 programmers must use the vertex shader to create any type of vertex shader. These structures serve no purpose in a standard Direct3D 10 applications. The only vertex shader function that we need to use in our application is VertexShaderFunction() that enables the user to write vertex shader code. The following is an example of a vertex shader that just puts a red message on the screen. This is not required and can be used to calculate the position of the camera.

 // Define vertex shader using the vertex shader function // vertex shader function float4 VertexShaderFunction(float4 position) : SV_POSITION { // local vars and uniforms float4 worldPosition; // Calculate the message position = mul(position, World); // return position return position; } 

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A user defined shader can use any number of the built in structures defined in the headers. Here the vertex shader simply multiplies the vertex by the world matrix. It then returns the position of the vertex in clip space to the Rasterizer which is what actually draws the triangles on the screen.

First things first, you need to import the related header files. We will be using the ddraw.h file that comes with Windows as well as the dxguid.h file which is for a Windows SDK 10.0 or later. Then you can start with the first step. You need to load the necessary functions used by DXGI. In this case the InitDirectX function and the LoadD3D function are used to load the functions contained within them respectively. Both functions load the related DirectX files from the Windows SDK. (You can use the Windows SDK for a list of the DirectX files used by the API .) These two functions are noted in the code below for the sake of completeness.

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When you create Windows applications, you are most likely creating desktop applications or Windows Store applications. If you are creating DirectX applications on Mac or Linux, there is no easy way to create Mac or Linux applications. It’s probably easier to create a Windows desktop application and submit it for Mac or Linux.

There are 2 versions of Direct3D 11 New Runtime: One for Windows 10, and one for Windows 8.1. Neither version has any new features other than the changes you would expect, including support for some features of DirectX 12, more control over the layout of heaps and an updated User Profile management system. Microsoft is currently planning to continue to support the Windows 8.1 version of Direct3D 11 New Runtime with security updates while the Windows 10 version is supported with monthly security updates for three years. Microsoft is also planning to provide an open beta for Direct3D 12 in the first half of 2018, but we are not expecting any new features to be available at that time. However, Direct3D 12 support in Direct3D 11 New Runtime will continue to receive updates for security issues until at least August 2018.

Not to be outdone by Apple, Microsoft has recently announced that DirectX 11 will not be included in any new versions of Windows. Hopefully this means the end of DirectX 11 for the foreseeable future, as we are now starting to see more major players, such as AMD and NVIDIA, drop it in favor of more up-to-date and exciting features. However, the issue here is that most DirectX 11-based games have not been updated to use Cracked DirectX Download 12 yet, and the ones that have are mostly pretty awful. With no major framework updates being made by either Microsoft or Apple, it may well be that the DirectX 11 era is at an end. There might be some future versions of Apple OS X and iOS that support DirectX 12, but this is not currently the case.

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DirectX 11 System Requirements

  • Windows 10, Windows 8.1 or Windows Server 2016
  • 2GB RAM

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DirectX 11 Features

  • DirectX 11 features introduced

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