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DirectX Raytracing (DXR) is a feature introduced in Microsoft's DirectX 12 that implements ray tracing, for video graphic rendering. DXR was released with the Windows 10 October update (version 1809) on October 10, 2018.
If more than one driver is used, Windows will disable one of them. [12] WDDM 1.1 does not have this limitation. [13] WDDM 1.0/1.1 does not allow some modes that were previously handled by the driver such as spanning mode (stretching the desktop across two monitors) [14] [15] although Dual View is still available. [12] [16]
DirectX Diagnostic Tool displays information about the current display settings and the video hardware on the Display tab. If the computer has more than one monitor, then DirectX Diagnostic Tool will display a separate tab for each monitor. This tab can disable DirectDraw, Direct3D, and/or AGP Texture Acceleration for
The performance discrepancies may be due to poor Nvidia driver optimizations for DirectX 12, or even hardware limitations of the card which was optimized for DirectX 11 serial execution; however, the exact cause remains unclear. [63] The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC. [64]
UNIGINE 1 had support for large virtual scenarios and specific hardware required by professional simulators and enterprise VR systems, often called serious games.. Support for large virtual worlds was implemented via double precision of coordinates (64-bit per axis), [12] zone-based background data streaming, [13] and optional operations in geographic coordinate system (latitude, longitude ...
This can reduce the input lag associated with v-sync. This is limited to DirectX 9, 10, and 12. [12] AMD Link allows users to stream content to mobile devices, compatible Smart TVs, [b] and other PCs with Radeon video cards, enabling them to use their PC and game on them remotely. It can be used both locally as well as over the internet.
Direct3D 12 version 2004 – Windows 10 May 2020 Update (version 2004) brings support for DirectX 12 Ultimate, Mesh & Amplification Shaders, [137] Sampler Feedback, [138] as well DirectX Raytracing Tier 1.1 [139] and memory allocation improvements.
Another buffer is allocated in the video memory to represent the DirectX surface, which is used as the texture for the window meshes. The system memory buffer is converted to the DirectX surface separately and kept in sync. This round-about route is required because GDI cannot output directly in DirectX pixel format.