Microsoft rolls out D3D12 Shader Execution Reordering, Model 6.9, and Opacity Micromaps
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Before DirectX Raytracing ran without coordinated ray ordering, performance hit hard; now, Devblogs reports Microsoft’s D3D12 Shader Execution Reordering—mandatory in Shader Model 6.9—lets hardware sort rays for far better parallelism.
Quick Summary
- •Before DirectX Raytracing ran without coordinated ray ordering, performance hit hard; now, Devblogs reports Microsoft’s D3D12 Shader Execution Reordering—mandatory in Shader Model 6.9—lets hardware sort rays for far better parallelism.
- •Key company: Microsoft
Microsoft’s DirectX 12 stack received a major upgrade with the release of Shader Model 6.9, a move that makes Shader Execution Reordering (SER) a mandatory feature for all drivers. According to the DirectX Developer Blog, the new SER capability lets applications convey ray‑coherence information to the GPU so that rays can be sorted before execution, dramatically improving parallelism in ray‑tracing workloads. Remedy’s demonstration at GDC 2025 showed a one‑third reduction in ray‑tracing cost for Alan Wake 2 when SER was combined with Opacity Micromaps (OMMs), underscoring the performance upside of the new pipeline.
Shader Model 6.9 also expands the instruction set with required 16‑bit and 64‑bit vector operations, as well as new wave‑level primitives, per the same blog post announcing the Agility SDK 1.619 release. The update bundles DXC 1.9.2602.16, which exposes these capabilities to HLSL developers, and marks the transition of several preview features—such as revised resource view creation APIs and periodic trim notifications—into a stable, production‑ready state. The Agility SDK 1.719‑preview further adds enhanced barrier mechanisms, fence barriers, and a VPblit 3DLUT extension, giving developers more fine‑grained control over synchronization and post‑process effects.
The Opacity Micromaps feature, also part of DXR 1.2, receives its first production‑grade exposure in Shader Model 6.9. As detailed in the DirectX blog, OMMs allow hardware to bypass costly AnyHit shader invocations for alpha‑tested geometry by encoding per‑micromap opacity data. NVIDIA’s current ray‑tracing‑capable GPUs already support OMMs, and Microsoft expects broader vendor adoption over time. By handling large, coherent regions of transparent or opaque material at the micromap level, OMMs can cut shader dispatches and memory traffic, further contributing to the 33 % performance gain reported by Remedy.
Beyond raw performance, the new features aim to simplify developer workflows. SER eliminates the need for custom, application‑side sorting logic that historically required extensive engineering effort and still delivered sub‑optimal results. The DirectX blog notes that the existing DXR API “allows implementations to” manage divergence, but SER shifts that burden to the hardware, letting developers focus on artistic fidelity rather than low‑level optimization. Likewise, OMMs reduce the complexity of handling alpha‑tested meshes, as the micromap data can be generated offline and consumed directly by the GPU.
Microsoft’s rollout is tightly coupled with the Agility SDK, which provides the runtime and driver updates necessary to enable these capabilities on Windows 10/11 and Xbox Series X|S platforms. The SDK download links and driver references are included in the blog post, signaling that the company expects rapid adoption across both PC and console ecosystems. With DirectX 12 Ultimate now encompassing SER, OMMs, and the expanded shader model, Microsoft positions its graphics API as the most advanced foundation for next‑generation ray‑tracing, a claim reinforced by coverage from Ars Technica and CNET that highlights DirectX 12 Ultimate’s role in elevating visual fidelity on Xbox and PC.
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