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GPU-Based Validation and other D3D12 debug layer improvements

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Hi everyone,

 

I wanted to take a moment to let you guys know about another forum that the Direct3D team has set up, where it's possible to have more direct interactions with many members of the D3D development team. While this forum is excellent at getting advice from people who are familiar with using the APIs, the DirectXTech forums are a good place to provide bug reports or API feedback to the team. We'll also use this forum for posting announcements for the development community.

 

I also wanted to bring to your attention one of the cool developer-focused features we've been working on, called GPU-Based Validation, or GBV for short. Check out this forum post for more info: http://forums.directxtech.com/index.php?topic=5738.0

 

Basically, it's a way of providing more accurate debug information without having to make assumptions about resources you might be accessing in your shaders - because we can actually get that information during the shader execution itself. Combined with some other debug layer improvements, it makes writing proper D3D12 code that much easier. The preview for GBV is available on the Anniversary edition of Windows 10.

 

Sorry if this kind of post is frowned upon, but I know that our forums are not getting much traffic, and that's the only place that this feature has been mentioned, so I just wanted to let more developers know about it so you can take advantage of it (and provide feedback so we can make it better!).


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