DirectX 9 Introduced by Microsoft in 2002, DirectX 9 was a significant release in the DirectX family. It brought many important features and enhancements to the graphics capabilities of Windows. At the time of its release, it supported
Windows 98,
Windows Me,
Windows 2000, and
Windows XP. As of August 2024 it remains supported by all subsequent versions of Windows for backward compatibility. One of the key features introduced in DirectX 9 was Shader Model 2.0, which included Pixel Shader 2.0 and Vertex Shader 2.0. These allowed for more complex and realistic graphics rendering. It also brought much needed performance improvements through better
hardware acceleration capabilities, and better utilization of GPU resources. It also introduced
HLSL, which provided a more accessible way for developers to produce shaders. DirectX 9.0c was an update to the original, and has been continuously changed over the years affecting its compatibility with older operating systems. As of January 2007, Windows 2000 and Windows XP became the minimum required operating systems. This means support was officially dropped for Windows 98 and Windows Me. As of August 2024, DirectX 9.0c is still regularly updated. Windows XP SP2 and newer include DirectX 9.0c, but may require a newer DirectX runtime redistributable installation for DirectX 9.0c applications compiled with the February 2005 DirectX 9.0 SDK or newer. DirectX 9 had a significant impact on game development. Many games from the mid-2000s to early 2010s were developed using DirectX 9 and it became a standard target for developers. Even today, some games still use DirectX 9 as an option for older or less powerful hardware.
DirectX 10 A major update to the DirectX API, DirectX 10 shipped with and was only available with
Windows Vista (launched in late 2006) and later. Previous versions of Windows such as Windows XP are not able to run DirectX 10-exclusive applications. Instead, programs running on a Windows XP system with DirectX 10 hardware would simply use the DirectX 9.0c code path, which was the latest version available for Windows XP .
Changes for DirectX 10 were extensive. Many former parts of DirectX API were deprecated in the latest DirectX SDK and are preserved for compatibility only:
DirectInput was deprecated in favor of
XInput,
DirectSound was deprecated in favor of the
Cross-platform Audio Creation Tool system (XACT) and additionally lost support for hardware accelerated audio, since the
Vista audio stack renders sound in software on the CPU. The DirectPlay DPLAY.DLL was also removed and was replaced with dplayx.dll; games that rely on this DLL must duplicate it and rename it to dplay.dll. In order to achieve backwards compatibility, DirectX in Windows Vista contains several versions of Direct3D: •
Direct3D 9: emulates Direct3D 9 behavior as it was on Windows XP. Details and advantages of Vista's
Windows Display Driver Model are hidden from the application if WDDM drivers are installed. This is the only API available if there are only XP graphic drivers (XDDM) installed, after an upgrade to Vista for example. •
Direct3D 9Ex (known internally during Windows Vista development as 9.0L or 9.L): allows full access to the new capabilities of WDDM (if WDDM drivers are installed) while maintaining compatibility for existing Direct3D applications. The
Windows Aero user interface relies on D3D 9Ex. •
Direct3D 10: Designed around the new driver model in Windows Vista and featuring a number of improvements to rendering capabilities and flexibility, including
Shader Model 4. Direct3D 10.1 is an incremental update of Direct3D 10.0 which shipped with, and required,
Windows Vista Service Pack 1, which was released in February 2008. This release mainly sets a few more image quality standards for graphics vendors, while giving developers more control over image quality. It also adds support for cube map arrays, separate blend modes per-MRT, coverage mask export from a pixel shader, ability to run pixel shader per sample, access to multi-sampled depth buffers and requires that the video card supports Shader Model 4.1 or higher and 32-bit floating-point operations. Direct3D 10.1 still fully supports Direct3D 10 hardware, but in order to utilize all of the new features, updated hardware is required.
DirectX 11 Microsoft unveiled DirectX 11 at the Gamefest 08 event in Seattle. The Final Platform Update launched for Windows Vista on October 27, 2009, which was a week after the initial release of
Windows 7, which launched with Direct3D 11 as a base standard. Major scheduled features including
GPGPU software support (
DirectCompute), and Direct3D 11 with
tessellation support and improved
multi-threading support to assist video game developers in developing games that better utilize
multi-core processors. Parts of the new API such as multi-threaded resource handling can be supported on Direct3D 9/10/10.1-class hardware. Hardware tessellation and Shader Model 5.0 require Direct3D 11 supporting hardware. Direct3D 11 is a strict superset of Direct3D 10.1 — all hardware and API features of version 10.1 are retained, and new features are added only when necessary for exposing new functionality. This helps to keep backwards compatibility with previous versions of DirectX. Four updates for DirectX 11 were released: • DirectX 11.1 is included in
Windows 8. It supports
WDDM 1.2 for increased performance, features improved integration of
Direct2D (now at version 1.1),
Direct3D, and
DirectCompute, and includes DirectXMath,
XAudio2, and
XInput libraries from the XNA framework. It also features
stereoscopic 3D support for gaming and video. DirectX 11.1 was also partially
backported to Windows 7, via the
Windows 7 platform update. • DirectX 11.2 is included in
Windows 8.1 (including the RT version) and
Windows Server 2012 R2. It added some new features to
Direct2D like geometry realizations. It also added swap chain composition, which allows some elements of the scene to be rendered at lower resolutions and then composited via hardware overlay with other parts rendered at higher resolution. • DirectX 11.X is a superset of DirectX 11.2 running on the
Xbox One. It actually includes some features, such as draw bundles, that were later announced as part of DirectX 12. • DirectX 11.3 was announced along with DirectX 12 at GDC and released in 2015. It is meant to complement DirectX 12 as a higher-level alternative. It is included with Windows 10. The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's
Mantle for AMD graphics cards, Apple's
Metal for iOS and macOS and
Khronos Group's cross-platform
Vulkan. Multiadapter support will feature in DirectX 12 allowing developers to utilize multiple GPUs on a system simultaneously; multi-GPU (mGPU) support was previously dependent on vendor implementations such as
AMD CrossFireX or
NVIDIA SLI. •
Implicit Multiadapter support will work in a similar manner to previous versions of DirectX where frames are rendered alternately across linked GPUs of similar compute-power. •
Explicit Multiadapter will provide two distinct API patterns to developers.
Linked GPUs will allow DirectX to view graphics cards in SLI or CrossFireX as a single GPU and use the combined resources; whereas
Unlinked GPUs will allow GPUs from different vendors to be utilized by DirectX, such as supplementing the
dedicated GPU with the
integrated GPU on the CPU, or combining AMD and NVIDIA cards. However, elaborate mixed multi-GPU setups requires significantly more attentive developer support. DirectX 12 is supported on all
Fermi and later Nvidia GPUs, on AMD's
GCN-based chips and on Intel's
Haswell and later processors' graphics units. At
SIGGRAPH 2014, Intel released a demo showing a computer generated
asteroid field, in which DirectX 12 was claimed to be 50–70% more efficient than DirectX 11 in rendering speed and CPU power consumption.
Ashes of the Singularity was the first publicly available game to utilize DirectX 12. Testing by
Ars Technica in August 2015 revealed slight performance regressions in DirectX 12 over DirectX 11 mode for the
Nvidia GeForce 980 Ti, whereas the
AMD Radeon R9 290x achieved consistent performance improvements of up to 70% under DirectX 12, and in some scenarios the AMD outperformed the more powerful Nvidia under DirectX 12. The performance discrepancies may be due to poor Nvidia driver optimizations for DirectX 12, or even hardware limitations of the card which was optimized for DirectX 11 serial execution; however, the exact cause remains unclear. The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC. In March 2018, DirectX Raytracing (DXR) was announced, capable of real-time ray-tracing on supported hardware, and the DXR API was added in the Windows 10 October 2018 update. In 2019 Microsoft announced the arrival of DirectX 12 to
Windows 7 but only as a plug-in for certain game titles.
DirectX 12 Ultimate Microsoft revealed DirectX 12 Ultimate in March 2020. DirectX 12 Ultimate will unify to a common library on both Windows 10 computers and the
Xbox Series X and other ninth-generation Xbox consoles. Among the new features in Ultimate includes
DirectX Raytracing 1.1, Variable Rate Shading, which gives programmers control over the level of detail of shading depending on design choices,
Mesh Shaders, and Sampler Feedback.
Version history The version number as reported by Microsoft's
DxDiag tool (version 4.09.0000.0900 and higher) use the x.xx.xxxx.xxxx format for version numbers. However, the DirectX and Windows XP
MSDN page claims that the registry always has been in the x.xx.xx.xxxx format. Therefore, when the above table lists a version as '4.09.00.0904' Microsoft's
DxDiag tool may have it as '4.09.0000.0904'. ==Compatibility==