# DirectX

Published articles for DirectX.

This is one page of public article previews, not the complete archive. Follow Next page to continue. Summaries are not the original full articles.

## How tetrahedral cages significantly reduce BVH memory usage

DevFeed: [How tetrahedral cages significantly reduce BVH memory usage](<https://devfeed.tech/articles/how-tetrahedral-cages-significantly-reduce-bvh-memory-usage-41419.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/how-tetrahedral-cages-significantly-reduce-bvh-memory-usage/>)

Author: Holger Gruen

Published: 2026-09-17T13:00:00Z

Content type: tutorial

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Simulation and Design](<https://devfeed.tech/topics/simulation-and-design.md>)

Tags: [animation](<https://devfeed.tech/tags/animation.md>), [article-release](<https://devfeed.tech/tags/article-release.md>), [directx](<https://devfeed.tech/tags/directx.md>), [fps](<https://devfeed.tech/tags/fps.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [performance](<https://devfeed.tech/tags/performance.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [reduction](<https://devfeed.tech/tags/reduction.md>), [research](<https://devfeed.tech/tags/research.md>), [technical-article](<https://devfeed.tech/tags/technical-article.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [white-paper](<https://devfeed.tech/tags/white-paper.md>)

### AI overview

This article explains how tetrahedral cages reduce BVH memory usage and update costs when ray tracing independently animated geometry. In an AMD sample with animated plants, the technique uses about 1.7 GB of BVH memory and approximately 3.3 ms for BVH updates per frame, compared with up to 80 GB and more than 300 ms for conventional dense triangle BLAS updates on a Radeon RX 9070 XT GPU.

### Source excerpt

The AMD tetrahedral cage technique ray traces 25,000 independently animated plants at 60+ FPS while slashing BVH memory and update costs for massive dynamic scenes.

## MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12

DevFeed: [MiniDXNN v0.4.0: Interactive neural texture compression on DirectX 12](<https://devfeed.tech/articles/minidxnn-v0-4-0-interactive-neural-texture-compression-on-directx-12-15043.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/minidxnn-v040-interactive-neural-texture-compression/>)

Author: Takahiro Harada; Sho Ikeda

Published: 2026-08-13T14:30:00Z

Content type: release

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [Compression](<https://devfeed.tech/topics/compression.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Inference](<https://devfeed.tech/topics/inference.md>), [mlp](<https://devfeed.tech/topics/mlp.md>), [Machine learning](<https://devfeed.tech/topics/machine-learning.md>), [GUI](<https://devfeed.tech/topics/gui.md>), [shaders](<https://devfeed.tech/topics/shaders.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>)

Tags: [agility-sdk](<https://devfeed.tech/tags/agility-sdk.md>), [announcement](<https://devfeed.tech/tags/announcement.md>), [compression](<https://devfeed.tech/tags/compression.md>), [directx](<https://devfeed.tech/tags/directx.md>), [driver](<https://devfeed.tech/tags/driver.md>), [getting-started](<https://devfeed.tech/tags/getting-started.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [gpu-open-sdks](<https://devfeed.tech/tags/gpu-open-sdks.md>), [gpu-open-tools](<https://devfeed.tech/tags/gpu-open-tools.md>), [gpuopen-sdks](<https://devfeed.tech/tags/gpuopen-sdks.md>), [gpuopen-tools](<https://devfeed.tech/tags/gpuopen-tools.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [gui](<https://devfeed.tech/tags/gui.md>), [inference](<https://devfeed.tech/tags/inference.md>), [maths](<https://devfeed.tech/tags/maths.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [microsoft-agility-sdk](<https://devfeed.tech/tags/microsoft-agility-sdk.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [ml](<https://devfeed.tech/tags/ml.md>), [mlp](<https://devfeed.tech/tags/mlp.md>), [neural](<https://devfeed.tech/tags/neural.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [product-release](<https://devfeed.tech/tags/product-release.md>), [quick-start](<https://devfeed.tech/tags/quick-start.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [technical-article](<https://devfeed.tech/tags/technical-article.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [tools](<https://devfeed.tech/tags/tools.md>)

### AI overview

MiniDXNN v0.4.0 is an open-source library for GPU-accelerated MLP inference and training on DirectX 12. The release adds D3D12 Linear Algebra support, input encoding for neural texture compression, and a real-time GUI application for training and visualizing texture representations.

### Source excerpt

MiniDXNN v0.4.0 introduces D3D12 Linear Algebra (SM 6.10) support, input encodings and neural texture compression, plus a real-time GUI app that trains and visualizes GPU-accelerated MLPs on DirectX® 12.

## C++ libraries linking

DevFeed: [C++ libraries linking](<https://devfeed.tech/articles/c-libraries-linking-22393.md>)

Original publisher: [Read original article](<https://www.red-lang.org/2026/07/c-libraries-linking.html>)

Author: Nenad Rakocevic (noreply@blogger.com)

Published: 2026-07-29T19:07:38Z

Content type: release

Language: en

Sources: [Red](<https://devfeed.tech/sources/red.md>)

Topics: [Red](<https://devfeed.tech/topics/red.md>), [C++](<https://devfeed.tech/topics/c-plus-plus.md>), [toolchain](<https://devfeed.tech/topics/toolchain.md>)

Tags: [build](<https://devfeed.tech/tags/build.md>), [build-tools](<https://devfeed.tech/tags/build-tools.md>), [c-plus-plus](<https://devfeed.tech/tags/c-plus-plus.md>), [clang](<https://devfeed.tech/tags/clang.md>), [compilation](<https://devfeed.tech/tags/compilation.md>), [directx](<https://devfeed.tech/tags/directx.md>), [gcc](<https://devfeed.tech/tags/gcc.md>), [libraries](<https://devfeed.tech/tags/libraries.md>), [linux](<https://devfeed.tech/tags/linux.md>), [macos](<https://devfeed.tech/tags/macos.md>), [msvc](<https://devfeed.tech/tags/msvc.md>), [static-linking](<https://devfeed.tech/tags/static-linking.md>), [toolchain](<https://devfeed.tech/tags/toolchain.md>), [windows](<https://devfeed.tech/tags/windows.md>), [x86](<https://devfeed.tech/tags/x86.md>)

### AI overview

The Red toolchain now supports statically linking C++ libraries, including their runtime, on Windows, Linux, and macOS. It accepts libraries built with MSVC, GCC, or clang through the existing import system and compilation switch, with platform-specific prerequisites and constraints.

### Source excerpt

When we introduced static linking of C libraries, the promise was simple: name a .lib or .a archive in your #import, compile with -s, and ship one self-contained executable, no DLLs riding along, nothing to install on the target machine. There was one big frontier left, and everyone saw it coming: the libraries people want most (vision, GUI, audio, machine learning) are written in C++. A C++ library is a very different animal to link: it brings global constructors, exceptions, RTTI, templates, thread-local storage, and an entire language runtime that expects to be wired up just so. Until now, that was the line where you switched back to DLLs. That line is gone. The Red toolchain now statically links C++ libraries too (their runtime included) on every platform Red targets: Windows, Linux (x86 and ARM), and macOS. The best part: nothing changes. It is the same import system and same compilation switch: red -r -s myapp.red Libraries built with MSVC, GCC or clang are all accepted, in their native object formats. What you need preinstalled ➤ Windows: for C++ libraries (or C code built against Microsoft's static runtime), install the free Visual Studio Build Tools with the "Desktop development with C++" workload. Just one installer, and Red locates everything by itself: no vcvarsall, no PATH, no environment variables. Plain C libraries still need nothing at all and that now extends to C libraries touching COM, DirectX or MediaFoundation: the GUID constants such code references ship inside the toolchain, so a fresh Windows 11 with only red-toolchain executable on it links them! ➤ Linux: the GNU runtime archives from your distribution's gcc packages (libstdc++.a, libgcc.a and friends) placed next to your library. If one is missing, the linker names exactly what it needs. ➤ macOS: nothing beyond the toolchain; the system C++ runtime binds automatically. Some constraints 32-bit libraries for now, until the 64-bit toolchain is ready. The imported surface must be C (extern "C",

## Ray tracing massive amounts of animated geometry using tetrahedral cages

DevFeed: [Ray tracing massive amounts of animated geometry using tetrahedral cages](<https://devfeed.tech/articles/ray-tracing-massive-amounts-of-animated-geometry-using-tetrahedral-cages-15048.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/ray-tracing-massive-amounts-animated-geometry/>)

Author: Holger Gruen

Published: 2026-07-22T01:00:00Z

Content type: article

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [real-time](<https://devfeed.tech/topics/real-time.md>)

Tags: [agility-sdk](<https://devfeed.tech/tags/agility-sdk.md>), [animation](<https://devfeed.tech/tags/animation.md>), [architecture](<https://devfeed.tech/tags/architecture.md>), [article-release](<https://devfeed.tech/tags/article-release.md>), [directx](<https://devfeed.tech/tags/directx.md>), [game-development](<https://devfeed.tech/tags/game-development.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft-agility-sdk](<https://devfeed.tech/tags/microsoft-agility-sdk.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [performance](<https://devfeed.tech/tags/performance.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [real-time](<https://devfeed.tech/tags/real-time.md>), [research](<https://devfeed.tech/tags/research.md>), [reuse](<https://devfeed.tech/tags/reuse.md>), [technical-article](<https://devfeed.tech/tags/technical-article.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [white-paper](<https://devfeed.tech/tags/white-paper.md>)

### AI overview

The article explains a ray-tracing method for massive animated scenes that uses low-resolution tetrahedral cages to deform geometry while reusing static mini-meshes and mini-BLASes. This reduces per-frame update and memory costs, with the paper demonstrating roughly 585 million animated triangles at 60 frames per second on an AMD Radeon RX 9070 XT at 1080p.

### Source excerpt

Animate compact tetrahedral cages and reuse static mini-BLASes to ray-trace hundreds of millions of triangles in real time, dramatically cutting per-frame update and memory costs for dense foliage, grass, and crowds.

## New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture

DevFeed: [New AMD Radeon Developer Tool Suite update brings shader source code, Extended PIX Markers, and command-line capture](<https://devfeed.tech/articles/new-amd-radeon-developer-tool-suite-update-brings-shader-source-code-extended-pix-markers-and-command-line-capture-15046.md>)

Original publisher: [Read original article](<https://gpuopen.com/learn/radeon-developer-tool-suite-shader-source-code/>)

Author: Chris Hesik

Published: 2026-06-11T16:26:00Z

Content type: release

Language: en

Sources: [AMD GPUOpen](<https://devfeed.tech/sources/amd-gpuopen.md>)

Topics: [GPU](<https://devfeed.tech/topics/gpu.md>), [shaders](<https://devfeed.tech/topics/shaders.md>), [Ray Tracing](<https://devfeed.tech/topics/ray-tracing.md>), [Command-line interface](<https://devfeed.tech/topics/cli.md>), [Software](<https://devfeed.tech/topics/software.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>)

Tags: [agility-sdk](<https://devfeed.tech/tags/agility-sdk.md>), [amd](<https://devfeed.tech/tags/amd.md>), [announcement](<https://devfeed.tech/tags/announcement.md>), [command-line](<https://devfeed.tech/tags/command-line.md>), [developer](<https://devfeed.tech/tags/developer.md>), [directx](<https://devfeed.tech/tags/directx.md>), [driver](<https://devfeed.tech/tags/driver.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [gpu-open-tools](<https://devfeed.tech/tags/gpu-open-tools.md>), [gpuopen-other-amd](<https://devfeed.tech/tags/gpuopen-other-amd.md>), [gpuopen-tools](<https://devfeed.tech/tags/gpuopen-tools.md>), [graphics-apis](<https://devfeed.tech/tags/graphics-apis.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [memory](<https://devfeed.tech/tags/memory.md>), [microsoft](<https://devfeed.tech/tags/microsoft.md>), [microsoft-agility-sdk](<https://devfeed.tech/tags/microsoft-agility-sdk.md>), [microsoft-directx](<https://devfeed.tech/tags/microsoft-directx.md>), [news](<https://devfeed.tech/tags/news.md>), [optimization](<https://devfeed.tech/tags/optimization.md>), [other-amd](<https://devfeed.tech/tags/other-amd.md>), [performance](<https://devfeed.tech/tags/performance.md>), [product-blogs](<https://devfeed.tech/tags/product-blogs.md>), [product-release](<https://devfeed.tech/tags/product-release.md>), [profiling](<https://devfeed.tech/tags/profiling.md>), [radeon-developer-panel](<https://devfeed.tech/tags/radeon-developer-panel.md>), [radeon-developer-tool-suite](<https://devfeed.tech/tags/radeon-developer-tool-suite.md>), [radeon-gpu-analyzer](<https://devfeed.tech/tags/radeon-gpu-analyzer.md>), [radeon-gpu-detective](<https://devfeed.tech/tags/radeon-gpu-detective.md>), [radeon-gpu-profiler](<https://devfeed.tech/tags/radeon-gpu-profiler.md>), [radeon-memory-visualizer](<https://devfeed.tech/tags/radeon-memory-visualizer.md>), [radeon-raytracing-analyzer](<https://devfeed.tech/tags/radeon-raytracing-analyzer.md>), [ray-tracing](<https://devfeed.tech/tags/ray-tracing.md>), [raytracing](<https://devfeed.tech/tags/raytracing.md>), [rdp](<https://devfeed.tech/tags/rdp.md>), [rdts](<https://devfeed.tech/tags/rdts.md>), [release](<https://devfeed.tech/tags/release.md>), [rga](<https://devfeed.tech/tags/rga.md>), [rgd](<https://devfeed.tech/tags/rgd.md>), [rgp](<https://devfeed.tech/tags/rgp.md>), [rmv](<https://devfeed.tech/tags/rmv.md>), [rra](<https://devfeed.tech/tags/rra.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [source](<https://devfeed.tech/tags/source.md>), [technical-articles](<https://devfeed.tech/tags/technical-articles.md>), [tool](<https://devfeed.tech/tags/tool.md>), [tools](<https://devfeed.tech/tags/tools.md>)

### AI overview

AMD's Radeon Developer Tool Suite update adds shader source code viewing, instruction-level divergence metrics, and Extended PIX Marker support in RGP 2.7. It also expands hardware compatibility and updates other tools in the suite.

### Source excerpt

The new AMD Radeon Developer Tool Suite release delivers RGP 2.7 with shader source code viewing, instruction-level divergence metrics, and Extended PIX Marker support, expanded hardware compatibility, and updates across RGD, RRA, RMV, RGA, and RDP.

## OpenCL 3.1 is Here

DevFeed: [OpenCL 3.1 is Here](<https://devfeed.tech/articles/opencl-3-1-is-here-15115.md>)

Original publisher: [Read original article](<https://www.khronos.org/blog/opencl-3.1-is-here>)

Author: Khronos Group (webservices@khronosgroup.org)

Published: 2026-05-04T07:01:00Z

Content type: release

Language: en

Sources: [Blogs Khronos Blog](<https://devfeed.tech/sources/blogs-khronos-blog.md>)

Topics: [cross-platform](<https://devfeed.tech/topics/cross-platform.md>), [Compiler](<https://devfeed.tech/topics/compiler.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [toolchain](<https://devfeed.tech/topics/toolchain.md>)

Tags: [2026](<https://devfeed.tech/tags/2026.md>), [api](<https://devfeed.tech/tags/api.md>), [blog-openc](<https://devfeed.tech/tags/blog-openc.md>), [compilation](<https://devfeed.tech/tags/compilation.md>), [compiler](<https://devfeed.tech/tags/compiler.md>), [compilers](<https://devfeed.tech/tags/compilers.md>), [cross-platform](<https://devfeed.tech/tags/cross-platform.md>), [directx](<https://devfeed.tech/tags/directx.md>), [embedded](<https://devfeed.tech/tags/embedded.md>), [enumerate](<https://devfeed.tech/tags/enumerate.md>), [opencl](<https://devfeed.tech/tags/opencl.md>), [optional](<https://devfeed.tech/tags/optional.md>), [source](<https://devfeed.tech/tags/source.md>), [spir](<https://devfeed.tech/tags/spir.md>), [vulkan](<https://devfeed.tech/tags/vulkan.md>)

### AI overview

The Khronos OpenCL Working Group has released OpenCL 3.1, moving field-proven capabilities into the core specification. The release mandates SPIR-V kernel ingestion for conformant implementations and expands cross-platform availability through a growing implementation, compiler, runtime, and framework ecosystem.

### Source excerpt

On the eve of IWOCL 2026, the Khronos® OpenCL Working Group has released OpenCL™ 3.1, bringing widely deployed, field-proven capabilities into the core specification to expand functionality, including SPIR-V ingestion, that developers will be able to rely on across conformant implementations. The new specification arrives into a growing OpenCL ecosystem, with implementations from multiple silicon vendors, particularly in mobile and embedded markets, and higher-level frameworks including SYCL™ and chipStar increasingly targeting OpenCL as an acceleration backend. The open-source compiler and runtime ecosystem around OpenCL also continues to mature with layered implementations of OpenCL over Vulkan and DirectX 12 -- widening OpenCL's cross-platform availability, including on platforms without native drivers.

## Zed Is Now Available on Windows

DevFeed: [Zed Is Now Available on Windows](<https://devfeed.tech/articles/windows-when-windows-now-13581.md>)

Original publisher: [Read original article](<https://zed.dev/blog/zed-for-windows-is-here>)

Author: Max Brunsfeld

Published: 2025-10-15T00:00:00Z

Content type: release

Language: en

Sources: [Zed Industries - Blog](<https://devfeed.tech/sources/zed-industries-blog.md>)

Topics: [Windows](<https://devfeed.tech/topics/windows.md>), [Windows Subsystem for Linux](<https://devfeed.tech/topics/wsl.md>), [Claude Code](<https://devfeed.tech/topics/claude-code.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [github](<https://devfeed.tech/tags/github.md>), [testing](<https://devfeed.tech/tags/testing.md>), [webassembly](<https://devfeed.tech/tags/webassembly.md>), [windows](<https://devfeed.tech/tags/windows.md>), [wsl](<https://devfeed.tech/tags/wsl.md>)

### AI overview

Zed has released a stable Windows version with weekly updates and a preview channel. The Windows build uses DirectX 11 and DirectWrite, integrates with WSL and SSH remoting, supports extensions, and includes Zed's AI features.

### Source excerpt

Zed for Windows is finally here. Download it today.

## An initial investigation into WDDM on ReactOS

DevFeed: [An initial investigation into WDDM on ReactOS](<https://devfeed.tech/articles/an-initial-investigation-into-wddm-on-reactos-32853.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/investigating-wddm/>)

Published: 2025-10-07T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [Hardware](<https://devfeed.tech/topics/hardware.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [hardware](<https://devfeed.tech/tags/hardware.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This article investigates the Windows Display Driver Model (WDDM) in ReactOS, describing how Vista-era changes shifted GPU management toward driver vendors and examining related display-driver behavior, OpenGL ICD loading, and Vulkan similarities.

### Source excerpt

The history of ReactOS spans a wider range than the lives of many of the people who work on it today. Incredible individuals have come and gone from the project with vastly different goals for what they want to see developed. In recent years, better hardware support has emerged as one of those goals. As ReactOS gazes towards the world of Vista and beyond, a few questions about how hardware works emerge.

## Zed for Windows Progress Update

DevFeed: [Zed for Windows Progress Update](<https://devfeed.tech/articles/zed-for-windows-what-s-taking-so-long-13568.md>)

Original publisher: [Read original article](<https://zed.dev/blog/windows-progress-report>)

Author: Max Brunsfeld

Published: 2025-08-19T00:00:00Z

Content type: article

Language: en

Sources: [Zed Industries - Blog](<https://devfeed.tech/sources/zed-industries-blog.md>)

Topics: [Windows](<https://devfeed.tech/topics/windows.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [GPU](<https://devfeed.tech/topics/gpu.md>), [shaders](<https://devfeed.tech/topics/shaders.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [gpu](<https://devfeed.tech/tags/gpu.md>), [shaders](<https://devfeed.tech/tags/shaders.md>), [windows](<https://devfeed.tech/tags/windows.md>), [zed](<https://devfeed.tech/tags/zed.md>)

### AI overview

Zed's Windows team reports progress on a DirectX 11 rendering backend intended to avoid Vulkan compatibility issues and reduce memory use. The work also involved shader debugging, a switch from Direct2D to DirectWrite for glyph rasterization, and investigation of GPU-memory allocation failures.

### Source excerpt

An update on what the Zed for Windows team has been doing in July and August.

## Diving Deeper - Unity Platform Graphics API Selection / Defaults

DevFeed: [Diving Deeper - Unity Platform Graphics API Selection / Defaults](<https://devfeed.tech/articles/diving-deeper-unity-platform-graphics-api-selection-defaults-41566.md>)

Original publisher: [Read original article](<http://www.adamtuliper.com/2015/10/diving-deeper-unity-platform-graphics.html>)

Author: Adam Tuliper (noreply@blogger.com)

Published: 2015-10-27T17:56:00Z

Content type: tutorial

Language: en

Sources: [Adam Tuliper](<https://devfeed.tech/sources/adam-tuliper.md>)

Topics: [Unity](<https://devfeed.tech/topics/unity.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [pc](<https://devfeed.tech/topics/pc.md>), [iOS](<https://devfeed.tech/topics/ios.md>), [Xbox](<https://devfeed.tech/topics/xbox.md>)

Tags: [api](<https://devfeed.tech/tags/api.md>), [directx](<https://devfeed.tech/tags/directx.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [ios](<https://devfeed.tech/tags/ios.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [pc](<https://devfeed.tech/tags/pc.md>), [unity](<https://devfeed.tech/tags/unity.md>), [windows](<https://devfeed.tech/tags/windows.md>), [xbox](<https://devfeed.tech/tags/xbox.md>)

### AI overview

A Unity tutorial explains how the Auto Graphics API setting selects graphics APIs for Windows standalone builds and how to override the default selection order to inspect the platform-specific list.

### Source excerpt

Sometimes we get so used to our daily tasks that we overlook values staring us right in the face. I've had people ask me at times 'what does this setting do' only to say 'hmm, not sure. I forgot it existed'. I want to start exploring some of these. Today we're going to be looking at this interesting but rarely used or known settings for "Auto Graphics Api for Windows" - or Linux if you have a long beard. I kid I kid :) Anyways, note that I'm in the Player Settings for a Windows Standalone build (ie file-build settings-player settings with the PC platform selected in the build dialog) These settings tell Unity to select the available graphics api in its own selection order. We can simply override them by unchecking the checkbox and then we're shown the default platform list. The results are pretty cool. I was curious if DirectX or OpenGL would show up for each platform, and they didn't which makes sense when you look at the output. Metal for iOS, XBoxOne for Xbox (as it contains a modified version of DirectX for its usage) and so on. I wrote a quick script to dump these out for us As always, I hope you learned something from this. Enjoy :)

## ReactOS Newsletter 38: Server Maintenance and Development Updates

DevFeed: [ReactOS Newsletter 38: Server Maintenance and Development Updates](<https://devfeed.tech/articles/newsletter-38-32904.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-38/>)

Published: 2008-03-01T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [Memory Leaks](<https://devfeed.tech/topics/memory-leaks.md>), [Arm](<https://devfeed.tech/topics/arm.md>), [win32](<https://devfeed.tech/topics/win32.md>), [DirectX](<https://devfeed.tech/topics/directx.md>)

Tags: [arm](<https://devfeed.tech/tags/arm.md>), [bug-fixes](<https://devfeed.tech/tags/bug-fixes.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [maintenance](<https://devfeed.tech/tags/maintenance.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [outage](<https://devfeed.tech/tags/outage.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

ReactOS Newsletter 38 reports recent server maintenance that caused temporary outages affecting web, SVN, and mailing-list access. It also summarizes development work on ARM boot support, kernel memory management, win32k, the ext2 driver, translations, DirectX, GDI, performance, and bug fixes.

### Source excerpt

Server maintenance Recent server maintenance caused outages of the web and SVN servers. The ordeal lasted a few hours for some users, which could not access the project web page, SVN servers, or send mail to the mailing lists. If you sent an email to our mailing list during the outage your mail could have bounced, or have been lost. Don't believe the conspiracy theories, it was just a DNS change.

## ReactOS 0.3.4 Release, Gaming Progress, Bootloader Advances, and ARM Port

DevFeed: [ReactOS 0.3.4 Release, Gaming Progress, Bootloader Advances, and ARM Port](<https://devfeed.tech/articles/newsletter-37-32903.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-37/>)

Published: 2008-02-07T00:00:00Z

Content type: news

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Development](<https://devfeed.tech/topics/development.md>), [Open Source](<https://devfeed.tech/topics/open-source.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [OpenGL](<https://devfeed.tech/topics/opengl.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [Arm](<https://devfeed.tech/topics/arm.md>)

Tags: [arm](<https://devfeed.tech/tags/arm.md>), [boot](<https://devfeed.tech/tags/boot.md>), [bootloader](<https://devfeed.tech/tags/bootloader.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [mobile](<https://devfeed.tech/tags/mobile.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [opengl](<https://devfeed.tech/tags/opengl.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This ReactOS newsletter covers the 0.3.4 release, reported speed improvements, gaming compatibility progress through DirectX, a bootloader that can boot Windows Server 2003 without its native loader, and preparations for an ARM port.

### Source excerpt

0.3.4 Release 0.3.4 was released a few weeks back. While it has seen some major improvements, the mouse/keyboard bug wasn't completely squashed in the release. However, it has been fixed in trunk by Aleksey, so all of you can stop complaining about it. On the other hand, people are reporting some major speed increases with this release. Thomas Bluemel's work on the desktop heap and Jim Tabor's work in deferring switchs between user and kernel mode seem to be paying off.

## ReactOS 0.3.4 Release Plans, RosBE 1.1, and Game Compatibility

DevFeed: [ReactOS 0.3.4 Release Plans, RosBE 1.1, and Game Compatibility](<https://devfeed.tech/articles/newsletter-35-32901.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-35/>)

Published: 2007-12-16T00:00:00Z

Content type: release

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [changelog](<https://devfeed.tech/topics/changelog.md>), [Development](<https://devfeed.tech/topics/development.md>), [gcc](<https://devfeed.tech/topics/gcc.md>), [toolchain](<https://devfeed.tech/topics/toolchain.md>), [DirectX](<https://devfeed.tech/topics/directx.md>)

Tags: [build](<https://devfeed.tech/tags/build.md>), [changelog](<https://devfeed.tech/tags/changelog.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [gcc](<https://devfeed.tech/tags/gcc.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This ReactOS newsletter discusses planned ReactOS 0.3.4 release timing, the RosBE v1.1 build-environment release, and progress toward running OpenGL and Wine DirectX games. It also describes ongoing work on the graphical subsystem and native hardware-accelerated DirectX support.

### Source excerpt

Release Time According to our project manager the change log should be finished by the end of December and if all remaining blockers are fixed release will occur sometime in January. ReactOS 0.3.4 promises to improve on 0.3.3 by working on more hardware, running even more applications, being faster and more stable than ever before. Even so many of the same old restrictions apply. We thank everyone who has helped make this release possible.

## ReactOS Newsletter 31: Win32k Rewrite and 0.3.3 Release Candidate 2

DevFeed: [ReactOS Newsletter 31: Win32k Rewrite and 0.3.3 Release Candidate 2](<https://devfeed.tech/articles/newsletter-31-32897.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-31/>)

Published: 2007-09-02T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [DirectX](<https://devfeed.tech/topics/directx.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [newsletter](<https://devfeed.tech/tags/newsletter.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [permissions](<https://devfeed.tech/tags/permissions.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

ReactOS developers were rewriting the win32k subsystem to duplicate Windows behavior, including its user-mode and kernel-mode data structures and system calls. The newsletter also reports that ReactOS 0.3.3 Release Candidate 2 had been released, while planned DirectX support was considered impractical at that stage.

### Source excerpt

This newsletter is late because I ran into a permissions conflict with RosCMS. Others who have also run into it, frik is fixing it tomorrow. Win32k Rewrite Samuel mentioned this last time and I spoke with the developers responsible to get more details. Jim Tabor, Timo Kreuzer, and Magnus Olsen have been working extensively to redo the win32k subsystem. The biggest thing is duplicating the behavior of Windows' win32k. For example, Windows contains a series of user mode data structures, which are of course also accessible from kernel mode.

## Newsletter 27

DevFeed: [Newsletter 27](<https://devfeed.tech/articles/newsletter-27-32893.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-27/>)

Published: 2007-07-04T00:00:00Z

Content type: news

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [debug](<https://devfeed.tech/topics/debug.md>), [qemu](<https://devfeed.tech/topics/qemu.md>), [Firefox](<https://devfeed.tech/topics/firefox.md>), [Command-line interface](<https://devfeed.tech/topics/cli.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [Graphics](<https://devfeed.tech/topics/graphics.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [Network](<https://devfeed.tech/topics/network.md>), [Windows](<https://devfeed.tech/topics/windows.md>)

Tags: [command-line](<https://devfeed.tech/tags/command-line.md>), [debugging](<https://devfeed.tech/tags/debugging.md>), [directx](<https://devfeed.tech/tags/directx.md>), [firefox](<https://devfeed.tech/tags/firefox.md>), [free](<https://devfeed.tech/tags/free.md>), [graphics](<https://devfeed.tech/tags/graphics.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [network](<https://devfeed.tech/tags/network.md>), [newsletter](<https://devfeed.tech/tags/newsletter.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [qemu](<https://devfeed.tech/tags/qemu.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

ReactOS Newsletter 27 reports recent development activity, including fixes for major blocker bugs, VMware Workstation display-driver progress enabling limited DirectX or ReactX demonstrations, and remaining issues affecting npfs, QEMU graphics, kernel debugging, SCSI support, and the Firefox 2 installer. It also describes an exploratory effort to boot ReactOS on One Laptop Per Child hardware.

### Source excerpt

Bug Hunt The past few weeks have seen quite a lot of activity. At least six major blocker bugs were dealt with, ranging from the network issue to various bugs in the command line console. The pre VMware Workstation 6 Display Driver also now installs and works, which opens up some interesting possibilities. Specifically, on VMware Workstation, the driver allows the use of DirectX or ReactX. Which means Magnus Olsen's work on ReactX can actually be demo'ed on Workstation, to an extent.

## Newsletter 22

DevFeed: [Newsletter 22](<https://devfeed.tech/articles/newsletter-22-32888.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-22/>)

Published: 2007-04-15T00:00:00Z

Content type: news

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Documentation](<https://devfeed.tech/topics/documentation.md>), [Development](<https://devfeed.tech/topics/development.md>)

Tags: [directx](<https://devfeed.tech/tags/directx.md>), [documentation](<https://devfeed.tech/tags/documentation.md>), [free](<https://devfeed.tech/tags/free.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [newsletter](<https://devfeed.tech/tags/newsletter.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

ReactOS Newsletter 22 reports on the 2007 volume structure, recent development activity, and a documentation system being developed by Timo Kreuzer. It also summarizes SVN changes involving translations, control-panel functionality, kernel fixes, DirectX headers, and other code maintenance.

### Source excerpt

A New Volume When Samuel took over the newsletter, there was no guideline as to what constituted a Volume. After talking to him, we decided to mark Volumes by year. This means that Volume 1 had nine issues from 2005, Volume 2 had five issues from 2006, and Volume 3 has eight issues and counting in 2007. And now we continue the biweekly rotation of who writes the meat of the article.

## ReactOS Newsletter 20: 0.3.1 Reactions and WinDBG Support

DevFeed: [ReactOS Newsletter 20: 0.3.1 Reactions and WinDBG Support](<https://devfeed.tech/articles/newsletter-20-32886.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-20/>)

Published: 2007-03-18T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [debugging](<https://devfeed.tech/topics/debugging.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [qemu](<https://devfeed.tech/topics/qemu.md>)

Tags: [debugging](<https://devfeed.tech/tags/debugging.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [kernel](<https://devfeed.tech/tags/kernel.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [possible](<https://devfeed.tech/tags/possible.md>), [qemu](<https://devfeed.tech/tags/qemu.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [release](<https://devfeed.tech/tags/release.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

This ReactOS newsletter discusses reactions to version 0.3.1, including difficulties running it on real hardware and instability related to a kernel rewrite. It also reports progress toward WinDBG support and ongoing DirectX and win32k work.

### Source excerpt

A Third Introduction Good day to all. The name's Z98 and I'm one of two release managers for ReactOS. The source files and QEMU images were generated by me, so if there are any mistakes, you know who to complain to. Today I wrote most of the newsletter and I will be helping samwise52 in the future. Reactions to 0.3.1 Reactions have varied in regard to 0.3.1, though one response was consistent.

## Interview 3: Magnus Olsen

DevFeed: [Interview 3: Magnus Olsen](<https://devfeed.tech/articles/interview-3-magnus-olsen-33074.md>)

Original publisher: [Read original article](<https://reactos.org/interviews/magnus-olsen/>)

Published: 2006-11-28T00:00:00Z

Content type: article

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Operating system](<https://devfeed.tech/topics/operating-system.md>), [Windows](<https://devfeed.tech/topics/windows.md>), [Code](<https://devfeed.tech/topics/code.md>), [Assembly](<https://devfeed.tech/topics/assembly.md>), [DirectX](<https://devfeed.tech/topics/directx.md>)

Tags: [assembler](<https://devfeed.tech/tags/assembler.md>), [developers](<https://devfeed.tech/tags/developers.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [interview](<https://devfeed.tech/tags/interview.md>), [interviews](<https://devfeed.tech/tags/interviews.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [project](<https://devfeed.tech/tags/project.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>), [windows](<https://devfeed.tech/tags/windows.md>)

### AI overview

An interview with ReactOS developer Magnus Olsen about joining the project, its goal of Windows compatibility, and his contributions, including assembler code and DirectX headers.

### Source excerpt

Magnus OlsenInterview with Magnus Olsen by Klemens Friedl This is the third in a series of interviews with ReactOS developers. In a few weeks we will have a nice collection showcasing the talent of the people behind ReactOS. Magnus Olsen, born in Skarholmen, Sweden in 1976 been involved with ReactOS since year 2002 and contributed to a lot of different parts throughout the project since that time. StartHow did you get involved with ReactOS?

## Newsletter 12

DevFeed: [Newsletter 12](<https://devfeed.tech/articles/newsletter-12-32878.md>)

Original publisher: [Read original article](<https://reactos.org/blogs/newsletter-12/>)

Published: 2006-11-19T00:00:00Z

Content type: news

Language: en

Sources: [Front Page on ReactOS Website](<https://devfeed.tech/sources/front-page-on-reactos-website.md>)

Topics: [ReactOS](<https://devfeed.tech/topics/reactos.md>), [Development](<https://devfeed.tech/topics/development.md>), [Kernel](<https://devfeed.tech/topics/kernel.md>), [DirectX](<https://devfeed.tech/topics/directx.md>), [boot](<https://devfeed.tech/topics/boot.md>), [test](<https://devfeed.tech/topics/test.md>), [Bot](<https://devfeed.tech/topics/bot.md>)

Tags: [boot](<https://devfeed.tech/tags/boot.md>), [bugfixes](<https://devfeed.tech/tags/bugfixes.md>), [bugs](<https://devfeed.tech/tags/bugs.md>), [code](<https://devfeed.tech/tags/code.md>), [dev](<https://devfeed.tech/tags/dev.md>), [directx](<https://devfeed.tech/tags/directx.md>), [free](<https://devfeed.tech/tags/free.md>), [open-source](<https://devfeed.tech/tags/open-source.md>), [os](<https://devfeed.tech/tags/os.md>), [react](<https://devfeed.tech/tags/react.md>), [reactos](<https://devfeed.tech/tags/reactos.md>), [test](<https://devfeed.tech/tags/test.md>), [win32](<https://devfeed.tech/tags/win32.md>), [winapi](<https://devfeed.tech/tags/winapi.md>)

### AI overview

ReactOS Newsletter 12 reports website updates, plans to branch ReactOS 0.3.1, and recent development work on DirectX Draw, boot optimization, kernel scheduling and timers, drivers, services, setup, user-mode applications, registry testing, and Wine synchronization.

### Source excerpt

Time to get this Newsletter Back on Track A newsletter author, a new start. No, I am not the new newsletter author, we are still searching for one. Please read the related news entry for more detailed information. If you would like to be the ReactOS newsletter author, please send an email to "ros-dev" developer mailing list (don't forget to subscribe), explaining why you think you would be a good newsletter author.