IT Home, March 13th, 2024. Technology media Wccftech published a blog post today (March 13th) reporting that at the 2026 Game Developers Conference (GDC), Microsoft showcased the evolution roadmap of the DirectX API, clearly identifying machine learning (ML) as the core engine for enhancing next-generation game graphics and performance.
As the first wave of ML-driven DirectX updates, Microsoft introduced "Cooperative Vectors" in Shader Model 6.9, a set of programming specifications defined by DirectX, which can enable advanced rendering technologies such as neural texture compression and neural radiance caching.

This technology is now integrated into Agility SDK 1.619, with NVIDIA Blackwell architecture being the first to support it, while AMD also plans to introduce related features in future architectures.
To address the growing demand for matrix operations, Microsoft also launched DirectX Linear Algebra. According to the blog cited by IT Home, this tool aims to support ML workflows involving both vectors and matrices under a single programming model, allowing developers to precisely control mathematical logic and data flow at the shader level.

The new DirectX Compute Graph Compiler allows GPUs to execute complete model graphs at native performance.
This compiler not only unifies the PIX debugging tool but also implements automatic graph optimization and cross-hardware vendor performance migration, simplifying the process of integrating ML models into game engines for developers.
To address the long-standing issue of shader compilation stuttering on PC platforms, Microsoft introduced the "Advanced Shader Distribution" (ASD) technology. This technology has already been validated on devices such as Xbox and ROG Ally, and is now officially rolled out across the entire Windows ecosystem.

Through the App Identity and Stats API provided by Agility SDK 1.619, developers can declare application identity to the driver and monitor the hit rate of pre-compiled shader databases.
This means that players will be able to directly download pre-compiled shaders optimized for their hardware in the future, eliminating in-game instant stuttering and reducing load times.

Finally, Microsoft revealed the preliminary standards for DXR 2.0 (DirectX Ray Tracing 2.0). To meet DXR 2.0 compliance requirements, hardware must support Shader Model 6.10 and Opaque Micromaps (OMM).
Opaque Micromaps are an optimization technique in ray tracing technology, which significantly reduce ray tracing computation by more precisely describing object opacity (such as leaf edges).
Although some existing hardware may gain partial support for Tier 1.1 or 1.2 through driver updates, a complete Tier 2.0 experience will depend on more advanced hardware features.
Microsoft plans to release the first preview version of DXR 2.0 in the summer of 2026, at which time it will work with major hardware manufacturers to further optimize ray tracing performance.

Original article: toutiao.com/article/7616640833210663462/
Statement: This article represents the personal views of the author.