- D3D12 Opacity Micromaps
A Microsoft DirectX Developer Blog post by Amar and Adam on Direct3D 12 Opacity Micromaps (OMMs) in DXR Tier 1.2 for cheaper alpha-tested geometry in ray tracing.
It covers…
100% match
· <code><advanced><blog><acceleration><covers><developers><driver><post> - Introducing the Vulkan Drivers Tab
Introducing the Vulkan Drivers Tab is a LunarG blog post on a new Drivers section in the Vulkan Configurator (vkconfig) shipped with Vulkan SDK 1.4.328.0.
It covers adding…
100% match
· <code><tool><blog><covers><developers><driver><introducing><post> - AMD and Microsoft partner on DirectX ML, DirectStorage, and developer tools at GDC 2026
AMD GPUOpen blog post by Alexander Blake-Davies and Joe Rozek summarizing Microsoft GDC 2026 DirectX announcements and AMD's planned Radeon and tool-suite support.
It covers…
98% match
· <code><tool><blog><covers><developers><driver><post><windows> - VK_EXT_present_timing: the Journey to State-of-the-Art Frame Pacing in Vulkan
This is a Khronos blog post by NVIDIA driver engineer Lionel Duc on VK_EXT_present_timing and bringing time-based frame pacing to Vulkan swapchains.
It covers limits of opaque…
98% match
· <code><advanced><blog><based><covers><developers><driver><mode> - Mastering GFXReconstruct: Part 2
This LunarG blog post is the second installment in the Mastering GFXReconstruct series.
98% match
· <code><tool><blog><covers><developers><post><versus><windows> - AMD releases Vulkan support for Dense Geometry Format
AMD releases Vulkan support for Dense Geometry Format is an AMD GPUOpen technical blog by Stuart Smith announcing the provisional Vulkan extension VK_AMDX_dense_geometry_format…
98% match
· <code><advanced><blog><acceleration><based><covers><driver><metadata> - State of GPU Hardware (End of Year 2025)
State of GPU Hardware (End of Year 2025) is a guest blog article by Dmytro Bulatov (Boolka) on asawicki.info.
96% match
· <code><blog><covers><developers><driver><post><required><versus> - Announcing Shader Model 6.9 Retail and New D3D12 Improvements
A Microsoft DirectX Developer Blog post by Amar and Serena announcing retail Shader Model 6.9 and related D3D12 features in Agility SDK 1.619 with DXC 1.9, plus preview items in…
94% match
· <code><advanced><blog><developers><driver><post><required><versus> - Fence Barriers: Fine-Grained GPU Synchronization in Direct3D 12
A Microsoft DirectX Developer Blog post by Bill Kristiansen introducing preview Fence Barriers (Tier-1) in Agility SDK 1.719-preview as an Enhanced Barriers extension for…
94% match
· <code><advanced><blog><driver><introducing><mode><post><user> - Advanced Shader Delivery expands Public Preview with AMD
DirectX Developer Blog post announcing Advanced Shader Delivery (ASD) expanding public preview to Windows 11 PCs with AMD RDNA GPUs, beyond the ROG Xbox Ally handhelds.
92% match
· <code><blog><developers><driver><explains><post><windows><directx> - Introducing Advanced Shader Delivery
Introducing Advanced Shader Delivery is a DirectX Developer Blog post by Wendy, Jesse, and Cassie announcing Microsoft's cloud-precompiled shader cache pipeline for PC games,…
92% match
· <code><blog><driver><explains><introducing><post><windows><directx> - AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers
AMD FidelityFX SDK 2.0 launches our neural rendering technologies for developers is a GPUOpen announcement by Jason Lacroix and Alexander Blake-Davies introducing FidelityFX SDK…
92% match
· <tool><blog><based><developers><dll><driver><introducing><windows> - Mastering GFXReconstruct: Part 4
Mastering GFXReconstruct: Part 4 is a January 2026 LunarG blog post in the GFXReconstruct series.
90% match
· <code><tool><blog><covers><developers><driver><explains><post> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits.
It…
90% match
· <code><tool><blog><covers><developers><introducing><post><versus> - LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct
LunarG at SIGGRAPH 2025: Updates on Ecosystem and GFXReconstruct is a LunarG announcement summarizing the company's Khronos Vulkan Birds of a Feather talks at SIGGRAPH 2025 in…
90% match
· <code><tool><blog><covers><developers><driver><post><windows> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
85% match
· <code><advanced><blog><based><covers><kernel><post><required> - Runtime Mipmap Generation
Runtime Mipmap Generation is a February 2026 blog post by Ignacio Castano on generating mipmaps at runtime in spark.js instead of shipping precomputed chains with compressed…
85% match
· <code><advanced><blog><covers><developers><kernel><post><versus> - Normal Map Compression Revisited
Normal Map Compression Revisited is a February 2026 blog post by Ignacio Castaño on practical normal-map encoding for spark.js and web 3D pipelines, with notes that also apply to…
85% match
· <code><advanced><blog><covers><developers><post><reconstruction><versus> - Realtime Raytracing in Bevy 0.17 (Solari)
Realtime Raytracing in Bevy 0.17 (Solari) is a September 2025 engineering blog post by jms55 on experimental hardware raytracing in Bevy 0.17 through the Solari plugin.
It gives…
85% match
· <code><advanced><blog><covers><explains><post><reconstruction><required> - PIX 2509.25 – support for new D3D features and devices, and misc bug fixes
PIX 2509.25 - support for new D3D features and devices, and misc bug fixes is a September 2025 PIX on Windows release post by Austin Kinross for PIX 2509.25 after the 2507.11…
85% match
· <code><tool><blog><developers><driver><post><windows><directx>