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No dxr runtime changes are necessary, since the addition to the programming model is limited to hlsl and dxil Microsoft just unveiled directx raytracing (dxr) 1.2 at the game developers conference 2025, an update to the directx technology stack it's calling the next evolution in graphics. This feature is a required part of shader model 6.9 (in preview) for devices with raytracing support.
Today in the directx state of the union at gdc 2025, we proudly showcased the next evolution in graphics with the announcement of directx raytracing (dxr) 1.2. Microsoft announced it last month during the gdc 2025 conference. 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.
The recent integration of ray tracing into the directx 12 api, called dxr, has spawned a great deal of excitement among game developers This post, along with the provided code showcases a basic tutorial on integrating ray tracing within an existing directx 12 sample using the new dxr api. Microsoft announced this week its directx raytracing (dxr) 1.2 application programming interface, which introduces new features that significantly improve visual quality and rendering performance. Microsoft's directx raytracing (dxr) 1.2 announcement at gdc 2025 introduces two technical innovations that address fundamental ray tracing performance bottlenecks.
The api is what allows modern gpus to power ray tracing via directx. Directx ray tracing reached version 1.1 in 2019, when features like inline ray tracing, the executeindirect capability, and other improvements were added The new dxr 1.2 version therefore arrives after a significant gap
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