
Joshua Tucker
Articles
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Aug 7, 2024 |
devblogs.microsoft.com | Ana Carvalho |Joshua Tucker |Chad Pralle |Jacques van Rhyn
August 7th, 2024 Do you want to be a part of the Silicon Graphics Media and Artificial Intelligence (SiGMA) platform team?
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Jul 18, 2024 |
devblogs.microsoft.com | Amar Patel |Joshua Tucker |Chad Pralle |Jacques van Rhyn
July 18th, 2024 Hi everyone,Today we’re excited to announce the newest Preview Agility SDK v1.715.0, download here. Since this is a preview SDK, the new features are not in final state and thus only available via Developer Mode within Windows (see the prerequisites section for more). This preview serves as a first look to explore what might be possible to ship in a future retail Agility SDK.
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Jul 10, 2024 |
devblogs.microsoft.com | Chris Bieneman |Joshua Tucker |Chad Pralle |Jacques van Rhyn
July 10th, 2024 Today the HLSL team is announcing plans to open source the DXIL validator hashing algorithm and include it in the DirectXShaderCompiler sources on GitHub. If you’re wondering what any of that means, strap in!To understand the DXIL Validator you first need to understand a few basics of what DXIL is. DXIL, the DirectX Intermediate Language, is the format used to provide shader binaries to DirectX drivers.
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May 29, 2024 |
devblogs.microsoft.com | Joshua Tucker |David Cook
May 29th, 2024 In the evolving landscape of Super Resolution (SR), GPU hardware vendors have set the stage with their respective technologies – AMD FidelityFX™ Super Resolution, Intel XeSS, and NVIDIA DLSS Super Resolution. These cutting-edge solutions elevate the gaming experience by boosting frame rates while maintaining exceptional visual quality.
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Mar 11, 2024 |
devblogs.microsoft.com | Amar Patel |Jacques van Rhyn |Joshua Tucker
March 11th, 2024 This is the official release of D3D12 Work Graphs, enabling new types of GPU autonomy, originally available as a preview in 2023. To start, here’s what Epic sees:With the proliferation of GPU-driven rendering techniques – such as Nanite in Unreal Engine 5 – the role of the CPU is trending towards primarily resource management and hazard tracking, with only a fraction of time spent generating GPU commands.
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