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DirectX: Ask the Experts | Game Stack Live 2021
HLSL シェーダー モデル 6.6 | Shintaro Takeyama | Game Stack Live '21
What's New with High Dynamic Range in DirectX Games | Simon Tao | Game Stack Live '21
RTXDI: Details on Achieving Real Time Performance (Presented by Nvidia)
Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX (Presented by AMD)
HLSL Shader Model 6.6 | Greg Roth | Game Stack Live '21
Accelerating DirectX Innovation | Jacques van Rhyn | Game Stack Live '21
How the Pros Use PIX to Make Their Games Better | Morgan Grobin & Steven Pratschner | GSL '21
Graphics Keynote: Delivering the New Generation of Gaming Graphics | Jianye Lu | Game Stack Live '21
Introduction to Real Time Ray Tracing with Minecraft (Presented by Nvidia)
DirectStorage for Windows | Andrew Yeung | Game Stack Live '21
Tier 2 Variable Rate Shading in Gears | Chris Wallis | Game Stack Live '21
HLSL Compiler | Michael Dougherty | DirectX Developer Day
PIX on Windows | Austin Kinross | DirectX Developer Day
DirectX 12 Sampler Feedback | Claire Andrews | DirectX Developer Day
Advanced Mesh Shaders | Martin Fuller | DirectX Developer Day
Reinventing the Geometry Pipeline: Mesh Shaders in DirectX 12 | Shawn Hargreaves | DirectX Dev Day
DXR 1.1 Inline Raytracing | Dave Oldcorn | DirectX Developer Day
DXR Tier 1.1: Adding Functionality and Efficiency | Jianye Lu | DirectX Developer Day
DirectX 12 Ultimate for Game Developers | Jianye Lu | DirectX Developer Day
The New Features and Unprecedented Opportunities of DirectX 12 | Jianye Lu | DirectX Developer Day