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==Versions== ===DirectX 9=== {{See also|Direct3D#Direct3D 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 [[High-Level Shader Language|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,<ref>{{cite web |title=Programming Guide for the DirectX SDK |url=http://msdn.microsoft.com/en-gb/library/ee416979(VS.85).aspx |url-status=dead |archive-url=https://web.archive.org/web/20101018035741/http://msdn.microsoft.com/en-gb/library/ee416979(VS.85).aspx |archive-date=18 October 2010 |access-date=11 January 2022 |website=msdn.microsoft.com}}</ref> 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=== {{See also|Direct3D#Direct3D 10|l1=Direct3D 10}} [[File:Microsoft-DirectX-10-Logo-wordmark.svg|thumb|Microsoft DirectX 10 logo wordmark]] A major update to DirectX API, DirectX 10 ships with and is 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. Rather, programs that are run on a Windows XP system with DirectX 10 hardware simply resort to the DirectX 9.0c code path, the latest available for Windows XP computers.<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/ee416788.aspx#WILL_DIRECTX_10_BE_AVAILABLE_FOR_WINDOWS_XP__|title=DirectX Frequently Asked Questions|publisher=Microsoft|work=microsoft.com}}</ref> [[Features new to Windows Vista#DirectX|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 [[Windows Vista audio architecture|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:<ref>{{cite web | url=https://msdn.microsoft.com/en-us/library/ee417756.aspx | title=Graphics APIs in Windows | author=Chuck Walbourn |date=August 2009 | work=MSDN | access-date=2009-10-03}}</ref> * '''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 [[High Level Shader Language|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.<ref name=Albanesius>{{cite news|last=Albanesius|first=Chloe|title=Microsoft Unleashes First Service Pack for Vista|url=https://www.pcmag.com/article2/0,1895,2177205,00.asp|access-date=2007-08-29|newspaper=PC Magazine|date=2007-08-29|archive-date=March 19, 2008|archive-url=https://web.archive.org/web/20080319115835/http://www.pcmag.com/article2/0,1895,2177205,00.asp|url-status=dead}}</ref> This release mainly sets a few more image quality standards for graphics vendors, while giving developers more control over image quality.<ref>{{cite web|url=http://www.extremetech.com/article2/0,1558,2168429,00.asp?kc=ETRSS02129TX1K0000532|title=Microsoft Presents DirectX 10.1 Details at SIGGRAPH|date=2007-08-07|access-date=2007-08-27|archive-date=September 9, 2007|archive-url=https://web.archive.org/web/20070909164250/http://www.extremetech.com/article2/0%2C1558%2C2168429%2C00.asp?kc=ETRSS02129TX1K0000532|url-status=dead}}</ref> 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<ref>{{cite web|url=http://developer.amd.com/assets/GDC_2008_DirectX10.1.pdf |archive-url=https://web.archive.org/web/20120410174855/http://developer.amd.com/assets/GDC_2008_DirectX10.1.pdf|title=Learn Network Inspire |publisher=AMD |access-date=2012-12-30|archive-date=2012-04-10 }}</ref> 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.<ref>{{cite web|url=http://xyzzy-links.blogspot.com/2007/08/directx-101-requires-no-new-gpu.html |title=DirectX 10.1 Requires No New GPU |date=2008-03-05 |access-date=2008-03-05 |publisher=Windows Vista: The Complete Guide |archive-url=https://web.archive.org/web/20071029115642/http://xyzzy-links.blogspot.com/2007/08/directx-101-requires-no-new-gpu.html |archive-date=2007-10-29 |url-status=dead }}</ref> ===DirectX 11=== {{See also|Direct3D#Direct3D 11|l1=Direct3D 11}} [[File:Microsoft-DirectX-11-Logo-wordmark.svg|thumb|Microsoft DirectX 11 logo wordmark]] 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]] support ([[DirectCompute]]), and Direct3D 11 with [[tessellation (computer graphics)|tessellation]] support<ref name="DX11Overview-EB">{{cite web|url=http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=611&Itemid=29|title=What's next for DirectX? A DirectX 11 overview β A DirectX 11 overview|date=September 1, 2008|publisher=Elite Bastards|access-date=2008-09-04|archive-date=September 4, 2008|archive-url=https://web.archive.org/web/20080904230118/http://www.elitebastards.com/cms/index.php?option=com_content&task=view&id=611&Itemid=29|url-status=dead}}</ref><ref name="DX11-bit-tech">{{cite web|url=http://www.bit-tech.net/bits/2008/09/17/directx-11-a-look-at-what-s-coming/1|title=DirectX 11: A look at what's coming|date=September 17, 2008|publisher=bit-tech.net}}</ref> and improved [[Thread (computer science)|multi-threading]] support to assist video game developers in developing games that better utilize [[multi-core]] processors.<ref name="Windows 7 and D3D 11 release date">{{usurped|1=[https://web.archive.org/web/20111009113752/http://unmashable.com/pc-hardware/graphics-cards/what-new-features-will-directx-11-bring/ Windows 7 and D3D 11 release date]}}</ref> 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.<ref>{{cite web|url=http://blogs.msdn.com/ptaylor/archive/2008/07/28/gamefest-2008-and-the-directx-11-announcement.aspx|title=MSDN Blogs|publisher=Microsoft|work=msdn.com|date=August 6, 2021 }}</ref> Microsoft has since released the Direct3D 11 Technical Preview.<ref>{{cite web|url=https://www.microsoft.com/downloads/details.aspx?FamilyId=5493F76A-6D37-478D-BA17-28B1CCA4865A&displaylang=en|title=Download DirectX Software Development Kit from Official Microsoft Download Center|publisher=Microsoft|work=microsoft.com}}</ref> Direct3D 11 is a strict superset of Direct3D 10.1 β 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 [[Windows Display Driver Model|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 [[stereoscopy|stereoscopic 3D]] support for gaming and video.<ref name="W8preview">{{cite web|url=http://download.microsoft.com/download/1/E/4/1E455D53-C382-4A39-BA73-55413F183333/Windows_Developer_Preview-Windows8_guide.pdf|title=Windows 8 Developer Preview Guide|url-status=dead|archive-url=https://web.archive.org/web/20111007012704/http://download.microsoft.com/download/1/E/4/1E455D53-C382-4A39-BA73-55413F183333/Windows_Developer_Preview-Windows8_guide.pdf|archive-date=2011-10-07}}</ref> DirectX 11.1 was also partially [[backport]]ed to Windows 7, via the [[Windows 7 platform update]].<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/jj863687.aspx |title=Platform Update for Windows 7 (Windows) |publisher=Msdn.microsoft.com |access-date=2014-08-09}}</ref><ref name="Eimandar2013">{{cite book|author=Pooya Eimandar|title=DirectX 11.1 Game Programming|year=2013|publisher=Packt Publishing Ltd|isbn=978-1-84969-481-0|page=45}}</ref> * DirectX 11.2 is included in [[Windows 8.1]] (including the RT version) and [[Windows Server 2012 R2#Windows Server 2012 R2|Windows Server 2012 R2]].<ref name="how-to-install">{{cite web|title=How to install the latest version of DirectX|url=https://support.microsoft.com/en-us/help/179113/how-to-install-the-latest-version-of-directx|website=Microsoft Support|publisher=Microsoft|access-date=27 October 2017}}</ref> It added some new features to [[Direct2D]] like geometry realizations.<ref>{{cite web|url=https://msdn.microsoft.com/en-us/library/windows/desktop/dn363632(v=vs.85).aspx|title=Geometry Realizations Overview|publisher=Microsoft|work=microsoft.com|date=August 19, 2020 }}</ref> 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.<ref name="D3D11.2W8.1">{{cite web|url=http://channel9.msdn.com/Events/Build/2013/3-062|author=Bennett Sorbo|title=What's New in Direct3D 11.2|work =Channel9 - [[Build (developer conference)|BUILD]] 2013| date=June 26, 2013 |at=around 20:00}}</ref> * DirectX 11.X is a superset of DirectX 11.2 running on the [[Xbox One]].<ref>{{cite web|url=http://semiaccurate.com/2013/10/16/microsoft-rejects-mantle/|title=Microsoft officially turns down Mantle|work=semiaccurate.com|date=October 16, 2013}}</ref> It actually includes some features, such as draw bundles, that were later announced as part of DirectX 12.<ref>Chris Tector's segment of http://channel9.msdn.com/Blogs/DirectX-Developer-Blog/DirectX-Evolving-Microsoft-s-Graphics-Platform (starting approx. 18 minute in.)</ref> * 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.<ref>{{cite web |url= http://www.anandtech.com/show/8544/microsoft-details-direct3d-113-12-new-features |title= Microsoft Details Direct3D 11.3 & 12 New Rendering Features |first= Ryan |last= Smith |publisher= [[AnandTech]] |date= September 18, 2014 |access-date= November 6, 2014}}</ref> It is included with Windows 10.<ref name="how-to-install" /> ===DirectX 12=== {{See also|Direct3D#Direct3D 12|l1=Direct3D 12}} DirectX 12 was announced by Microsoft at [[Game Developers Conference|GDC]] on March 20, 2014, and was officially launched alongside [[Windows 10]] on July 29, 2015. The primary feature highlight for the new release of DirectX was the introduction of advanced [[Low-level programming language|low-level programming]] APIs for [[Direct3D 12]] which can reduce driver overhead. Developers are now able to implement their own command lists and buffers to the GPU, allowing for more efficient resource utilization through [[Parallel computing|parallel computation]]. Lead developer Max McMullen stated that the main goal of Direct3D 12 is to achieve "console-level efficiency on phone, tablet and PC".<ref name="Direct3D 12 API Preview">{{cite web |last1=McMullen |first1=Max |title=Direct3D 12 API Preview |url=https://channel9.msdn.com/Events/Build/2014/3-564 |website=[[Channel 9 (Microsoft)|Channel 9]] |publisher=[[Microsoft]] |date=2 April 2014}}</ref> The release of Direct3D 12 comes alongside other initiatives for low-overhead graphics APIs including AMD's [[Mantle (API)|Mantle]] for AMD graphics cards, Apple's [[Metal (API)|Metal]] for iOS and macOS and [[Khronos Group]]'s cross-platform [[Vulkan (API)|Vulkan]]. Multiadapter support will feature in DirectX 12 allowing developers to utilize multiple GPUs on a system simultaneously; multi-GPU support was previously dependent on vendor implementations such as [[AMD CrossFireX]] or [[Scalable Link Interface|NVIDIA SLI]].<ref>{{cite magazine |url=http://www.pcgamer.com/directx-12-will-be-able-to-use-your-integrated-gpu-to-improve-performance/ |title=DirectX 12 will be able to use your integrated GPU to improve performance |last1=Moore |first1=Bo |date=May 5, 2015 |magazine=PC Gamer |publisher=Future US |access-date=August 22, 2015}}</ref><ref>{{cite web |url=http://www.pcper.com/reviews/Graphics-Cards/BUILD-2015-Final-DirectX-12-Reveal |title=BUILD 2015: The Final DirectX 12 Reveal |last1=Michaud |first1=Scott |date=May 4, 2015 |website=PC Perspective |access-date=August 22, 2015 |archive-url=https://web.archive.org/web/20150905111424/http://www.pcper.com/reviews/Graphics-Cards/BUILD-2015-Final-DirectX-12-Reveal |archive-date=September 5, 2015 |url-status=dead }}</ref><ref>{{cite web |url=http://blogs.msdn.com/b/directx/archive/2015/07/29/windows-10-and-directx-12-released.aspx |title=Windows 10 and DirectX 12 released! |last1=Langley |first1=Bryan |date=July 29, 2015 |website=MSDN DirectX Developer Blog |publisher=Microsoft |access-date=August 22, 2015 |archive-date=August 2, 2015 |archive-url=https://web.archive.org/web/20150802054522/http://blogs.msdn.com/b/directx/archive/2015/07/29/windows-10-and-directx-12-released.aspx |url-status=dead }}</ref><ref>{{cite web |url=http://blogs.msdn.com/b/directx/archive/2015/05/01/directx-12-multiadapter-lighting-up-dormant-silicon-and-making-it-work-for-you.aspx |title=DirectX 12 Multiadapter: Lighting up dormant silicon and making it work for you |last1=Yeung |first1=Andrew |date=April 30, 2015 |website=MSDN DirectX Developer Blog |publisher=Microsoft |access-date=August 22, 2015 |archive-date=August 20, 2015 |archive-url=https://web.archive.org/web/20150820072227/http://blogs.msdn.com/b/directx/archive/2015/05/01/directx-12-multiadapter-lighting-up-dormant-silicon-and-making-it-work-for-you.aspx |url-status=dead }}</ref> *''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 [[Graphics processing unit#Dedicated graphics processing unit|dedicated GPU]] with the [[Graphics processing unit#Integrated graphics|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 (microarchitecture)|Fermi]] and later Nvidia GPUs, on AMD's [[Graphics Core Next|GCN]]-based chips and on Intel's [[Haswell (microarchitecture)|Haswell]] and later processors' graphics units.<ref name="anand12">{{cite web|url=http://www.anandtech.com/show/7889/microsoft-announces-directx-12-low-level-graphics-programming-comes-to-directx/2|title=AnandTech - Microsoft Announces DirectX 12: Low Level Graphics Programming Comes To DirectX|author=Ryan Smith|work=anandtech.com}}</ref> At [[SIGGRAPH]] 2014, Intel released a demo showing a computer generated [[asteroid field]], in which DirectX 12 was claimed to be 50β70% more efficient than DirectX 11 in rendering speed and CPU power consumption.<ref>{{cite web|last1=Yeung|first1=Andrew|title=DirectX 12 β High Performance and High Power Savings|url=http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx|website=DirectX Developer Blog|publisher=[[Microsoft]]|date=13 August 2014|access-date=November 6, 2014|archive-date=August 13, 2014|archive-url=https://web.archive.org/web/20140813213912/http://blogs.msdn.com/b/directx/archive/2014/08/13/directx-12-high-performance-and-high-power-savings.aspx|url-status=dead}}</ref><ref>{{cite web|last1=Lauritzen|first1=Andrew|title=SIGGRAPH 2014: DirectX 12 on Intel|url=https://software.intel.com/en-us/blogs/2014/08/11/siggraph-2014-directx-12-on-intel|website=Developer Zone|publisher=[[Intel]]|date=11 August 2014}}</ref> ''[[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 [[GeForce 900 series|Nvidia GeForce 980 Ti]], whereas the [[AMD Radeon Rx 200 series|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.<ref name="arsuk-dx12bench">{{cite web |url=http://arstechnica.co.uk/gaming/2015/08/directx-12-tested-an-early-win-for-amd-and-disappointment-for-nvidia/ |title=DirectX 12 tested: An early win for AMD, and disappointment for Nvidia |work=Ars Technica UK |author=Walton, Mark |date=August 19, 2015 |access-date=August 19, 2015}}</ref> The performance improvements of DirectX 12 on the Xbox are not as substantial as on the PC.<ref>{{cite web|url=http://www.extremetech.com/gaming/184768-head-of-xbox-warns-gamers-not-to-expect-dramatic-improvements-from-dx12/|title=Xbox One chief warns gamers not to expect dramatic improvements from DirectX 12 - ExtremeTech|work=ExtremeTech|access-date=30 September 2014}}</ref> In March 2018, DirectX Raytracing (DXR) was announced, capable of real-time ray-tracing on supported hardware,<ref name=msblogdxr>{{cite web|url=https://blogs.msdn.microsoft.com/directx/2018/03/19/announcing-microsoft-directx-raytracing/|title=Announcing Microsoft DirectX Raytracing!|date=March 19, 2018|publisher=Microsoft}}</ref> 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.<ref>{{Cite web|url=https://www.pcworld.com/article/3365177/microsoft-ports-directx-12-to-windows-7.html|title=Microsoft ports DirectX 12 to Windows 7, giving some older PC games a performance boost|date=2019-03-13|website=PCWorld|language=en|access-date=2019-04-17}}</ref> ===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|DirectX Raytracing 1.1]], Variable Rate Shading, which gives programmers control over the level of detail of shading depending on design choices, [[Shader#Primitive and Mesh shaders|Mesh Shaders]], and Sampler Feedback.<ref>{{cite web | url = https://devblogs.microsoft.com/directx/announcing-directx-12-ultimate/ | title = Announcing DirectX 12 Ultimate | date = March 19, 2020 | access-date = March 20, 2020 | publisher = [[Microsoft]] }}</ref><ref>{{cite web | url = https://www.gamedeveloper.com/production/microsoft-launches-directx-12-ultimate-to-support-next-gen-graphics | title = Microsoft launches DirectX 12 Ultimate to support next-gen graphics | first = Chris | last= Kerr | date = March 20, 2020 | access-date = March 20, 2020 | work = [[Gamasutra]] }}</ref> === Version history === {{Timeline of release years | title = | subtitle = Major releases | 1995 = DirectX 1 | 1996a = DirectX 2 | 1996b = DirectX 3 | 1997 = DirectX 5 | 1998 = DirectX 6 | 1999 = DirectX 7 | 2000 = DirectX 8 | 2002 = DirectX 9 | 2006 = DirectX 10 | 2009 = DirectX 11 | 2015 = DirectX 12 }} {| class="wikitable" style="margin:auto; width:auto; font-size:90%; text-align:left;" |+DirectX versions ! colspan="3" |Version ! rowspan="2" |Release date ! rowspan="2" |Notes |- !Major ! Minor ! Number |- !1 | style="text-align:center;" |1.0 || 4.02.0095 || September 30, 1995 || Initially released as Windows Game SDK, replacing [[WinG]] for [[Windows 95]] onward |- ! rowspan="2" |2 | style="text-align:center;" |2.0 || || 1996 || Was shipped only with a few 3rd party applications |- |style="text-align:center;" |2.0a || 4.03.00.1096 || June 5, 1996 || Windows 95 OSR2 and [[Windows NT 4.0]] exclusive |- ! rowspan="4" |3 |rowspan="2" style="text-align:center;" | 3.0 || 4.04.00.0068 || September 15, 1996 || |- |4.04.00.0069 || 1996 || Later package of DirectX 3.0 included Direct3D 4.04.00.0069 |- |style="text-align:center;" |3.0a || 4.04.00.0070 || December 1996 || Windows NT 4.0 SP3 (and above)<br />Last version supporting Windows NT 4.0 |- |style="text-align:center;" |3.0b || 4.04.00.0070 || January 1997 || This was a very minor update to 3.0a that fixed a cosmetic problem with the Japanese version of Windows 95 (DSETUPJ.DLL) |- !4 |style="text-align:center;" |4.0 || colspan=2 | ''Never released'' || DirectX 4 was never released. Raymond Chen of Microsoft explained in his book, ''The Old New Thing'', that after DirectX 3 was released, Microsoft began developing versions 4 and 5 at the same time. Version 4 was to be a shorter-term release with small features, whereas version 5 would be a more substantial release. The lack of interest from game developers in the features stated for DirectX 4 resulted in it being shelved, and the large amount of documents that already distinguished the two new versions resulted in Microsoft choosing to not re-use version 4 to describe features intended for version 5.<ref>{{cite book | title = The Old New Thing | edition = 1st | chapter = Etymology and History | page = 330 | last = Chen | first = Raymond | year = 2006 | publisher = Pearson Education | isbn = 0-321-44030-7 }}</ref><ref>{{cite web|url=https://devblogs.microsoft.com/oldnewthing/?p=40963 |title=What happened to DirectX 4? - The Old New Thing - Site Home - MSDN Blogs |publisher=Blogs.msdn.com |date=2004-01-22 |access-date=2012-12-30}}</ref> |- ! rowspan="4" |5 |rowspan="2" style="text-align:center;" |5.0 || 4.05.00.0155 (RC55) || August 4, 1997 || Available as a beta for Windows 2000 that would install on Windows NT 4.0 |- |4.05.00.0155 (RC66) || || Installer included on the Windows 95 OSR 2.5 installation media |- |rowspan="2" style="text-align:center;" |5.2 || 4.05.01.1600 (RC00) || May 5, 1998 || DirectX 5.2 release for Windows 95 |- |4.05.01.1998 (RC0) || June 25, 1998 || [[Windows 98]] exclusive |- ! rowspan="3" |6 |style="text-align:center;" |6.0 || 4.06.00.0318 (RC3) || August 7, 1998<ref name="mscomdx60rel">{{cite news |title=Microsoft Ships Final Release of DirectX 6.0 |url=https://news.microsoft.com/1998/08/07/microsoft-ships-final-release-of-directx-6-0/ |access-date=July 19, 2019 |work=Microsoft.com |date=August 7, 1998 |archive-url=https://web.archive.org/web/20150826232536/https://news.microsoft.com/1998/08/07/microsoft-ships-final-release-of-directx-6-0/ |archive-date=August 26, 2015 |url-status=live}}</ref> || [[Windows CE]] as implemented on [[Dreamcast]] and other devices |- |style="text-align:center;" |6.1 || 4.06.02.0436 (RC0) || February 3, 1999<ref name="shipdx61mscom">{{cite news |title=Microsoft Ships DirectX 6.1 |url=https://news.microsoft.com/1999/02/03/microsoft-ships-directx-6-1/ |access-date=July 19, 2019 |work=Microsoft.com |date=February 3, 1999 |archive-url=https://web.archive.org/web/20150826231030/https://news.microsoft.com/1999/02/03/microsoft-ships-directx-6-1/ |archive-date=August 26, 2015 |url-status=live}}</ref> || |- |style="text-align:center;" |6.1a || 4.06.03.0518 (RC0) || May 5, 1999<ref name="ActiveWin">{{cite web |title=Microsoft DirectX β Frequently Asked Questions |url=https://www.activewin.com/faq/faq_7.shtml |website=ActiveWin.com |access-date=August 30, 2019 |archive-url=https://web.archive.org/web/20030210101459/https://www.activewin.com/faq/faq_7.shtml |archive-date=February 10, 2003}}</ref> || [[Windows 98 SE|Windows 98 Second Edition]] exclusive. This is last version that runs on 486 or older CPU. |- ! rowspan="5" |7 |rowspan="2" style="text-align:center;" |7.0 || 4.07.00.0700 (RC1) || September 22, 1999<ref name="dx70releasecom">{{cite news |title=Microsoft Ships Final Release of DirectX 7.0 |url=https://news.microsoft.com/1999/09/22/microsoft-ships-final-release-of-directx-7-0/ |access-date=July 19, 2019 |work=Microsoft.com |date=September 22, 1999 |archive-url=https://web.archive.org/web/20190719195813/https://news.microsoft.com/1999/09/22/microsoft-ships-final-release-of-directx-7-0/ |archive-date=July 19, 2019 |url-status=live}}</ref><ref name="70dxrelthurrott">{{cite news |author1=Paul Thurrott |title=Microsoft releases DirectX 7.0 |url=https://www.itprotoday.com/windows-78/microsoft-releases-directx-70 |access-date=July 19, 2019 |work=ITProToday |date=September 21, 1999 |archive-url=https://web.archive.org/web/20190417092920/https://www.itprotoday.com/windows-78/microsoft-releases-directx-70 |archive-date=April 17, 2019 |url-status=live}}</ref><ref>{{Cite journal |last=Mielewczik |first=Michael |title=DirectX 7.0 β Nachbrenner fΓΌr Spiele. |journal=PC Intern |volume=12/1999 |pages=124β125}}</ref>|| |- |4.07.00.0700 || February 17, 2000 || [[Windows 2000]] exclusive |- |rowspan="2" style="text-align:center;" |7.0a |4.07.00.0716 (RC0) || November 1999 || |- |4.07.00.0716 (RC1) || December 17, 1999 || Released only for Windows 95 to 98<ref name="dx70adowncom">{{cite web |title=Download Center: DirectX / Version - 7.0a |url=https://www.microsoft.com/downloads/release.asp?ReleaseID=16819 |website=Microsoft.com |access-date=July 20, 2019 |archive-url=https://web.archive.org/web/20000408160357/http://www.microsoft.com/downloads/release.asp?ReleaseID=16819 |archive-date=April 8, 2000}}</ref><ref name="shacknews70anews">{{cite web |author1=Maarten Goldstein |title=DirectX 7A released |url=https://www.shacknews.com/article/3492/directx-7a-released |website=[[Shacknews]] |access-date=July 20, 2019 |archive-url=https://web.archive.org/web/20190720001537/https://www.shacknews.com/article/3492/directx-7a-released |archive-date=July 20, 2019 |date=December 18, 1999 |url-status=live}}</ref> |- |style="text-align:center;" |7.1 || 4.07.01.3000 (RC1) || September 14, 2000<ref name="merev71dxpt">{{cite web |author1=Paul Thurrott |title=Windows Millennium Edition (Windows Me) Review |url=https://www.itprotoday.com/windows-server/windows-millennium-edition-windows-me-review |website=ITProToday |access-date=July 21, 2019 |archive-url=https://web.archive.org/web/20180613165845/http://www.itprotoday.com/windows-server/windows-millennium-edition-windows-me-review |archive-date=June 13, 2018 |date=September 14, 2000 |url-status=live}}</ref> || [[Windows Me]] exclusive. Last version to have built-in RGB software rendering support |- ! rowspan="6" |8 |style="text-align:center;" |8.0 || 4.08.00.0400 (RC10) || November 10, 2000<ref name="geekcomdx7leak">{{cite news |author1=Admin |title=DirectX 8 leaks out |url=https://www.geek.com/games/directx-8-leaks-out-542827/ |access-date=July 20, 2019 |work=[[Geek.com]] |date=November 10, 2000 |archive-url=https://web.archive.org/web/20160712051705/https://www.geek.com/games/directx-8-leaks-out-542827/ |archive-date=July 12, 2016}}</ref> || |- |style="text-align:center;" |8.0a || 4.08.00.0400 (RC14) || January 24, 2001<ref name="dx80aredistms">{{cite web |title=DirectX 8.0a Redist |url=https://www.microsoft.com/downloads/release.asp?ReleaseID=27398 |website=Microsoft.com |access-date=July 20, 2019 |archive-url=https://web.archive.org/web/20010331092946/http://www.microsoft.com/downloads/release.asp?ReleaseID=27398 |archive-date=March 31, 2001 |date=January 24, 2001}}</ref><ref>{{Cite journal |last=Mielewczik |first=Michael |year=2001 |title=Brandaktuell β Das neue DirectX 8.0. |journal=Windows Technical |publisher=MEK3 Verlag |publication-place=MΓΌnchen |volume=2001 |issue=2 |pages=56β59}}</ref>|| Last version supporting Windows 95 and last version to have software rendering support in dxdiag.exe |- |rowspan="2" style="text-align:center;" |8.1 || 4.08.01.0810 || October 25, 2001 || [[Windows XP]], Windows XP SP1, [[Windows Server 2003]] |- |4.08.01.0881 (RC7) || November 8, 2001 || This version is for the down level operating systems (Windows 98, Windows Me and Windows 2000) |- |style="text-align:center;" |8.1b || 4.08.01.0901 (RC7) || June 25, 2002 || This release includes an update to Direct3D (D3d8.dll). Includes a fix to DirectShow on Windows 2000 (Quartz.dll) |- |style="text-align:center;" |8.2 || 4.08.02.0134 (RC0) || 2002 || Same as the DirectX 8.1b but includes DirectPlay 8.2 |- ! rowspan="8" |9 |style="text-align:center;" |9.0 || 4.09.00.0900 (RC4) || December 19, 2002 || |- |style="text-align:center;" |9.0a || 4.09.00.0901 (RC6) || March 26, 2003 || |- |style="text-align:center;" |9.0b || 4.09.00.0902 (RC2) || August 13, 2003 || |- | rowspan="5" |9.0c<ref>{{cite web|url=https://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3|title=Download DirectX End-User Runtime Web Installer from Official Microsoft Download Center|publisher=Microsoft|work=microsoft.com}}</ref> |4.09.00.0904 (RC0) || July 22, 2004 || First 9.0c version<br>Periodic hybrid 32-bit/64-bit updates, starting from October 2004, were released bimonthly until August 2007, and quarterly thereafter. The last update was released in June 2010<ref>{{cite web|url=https://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d|title=Download DirectX End-User Runtimes (June 2010) from Official Microsoft Download Center|publisher=Microsoft|work=microsoft.com}}</ref> |- |rowspan="4" |4.09.00.0904 || August 6, 2004 / April 21, 2008* || Windows XP SP2 and SP3*, Windows Server 2003 SP1 and Windows Server 2003 R2 |- |October 10, 2006<ref>{{Cite web | author = Microsoft Corporation | date = October 10, 2006 | title = Download DirectX End-User Runtimes from Official Microsoft Download Center | url = http://www.microsoft.com/en-us/download/details.aspx?id=7104 | url-status = dead | archive-url = https://web.archive.org/web/20201214033748/http://www.microsoft.com/en-us/download/details.aspx?id=7104 | archive-date = December 14, 2020 | access-date = March 1, 2025}}</ref> |Last version supporting Windows 98, 98 SE and Me<ref>{{Cite web | author = Microsoft Corporation | date = December 13, 2006 | title = Download DirectX Software Development Kit from Official Microsoft Download Center | url = http://www.microsoft.com/en-us/download/details.aspx?id=10990 | url-status = dead | archive-url = https://web.archive.org/web/20160408122617/http://www.microsoft.com/en-us/download/details.aspx?id=10990 | archive-date = April 8, 2016 | access-date = March 1, 2025}}</ref><ref name="Jun2010" /> |- |February 5, 2010<ref>{{Cite web | author = Microsoft Corporation | date = February 5, 2010 | title = Download DirectX End-User Runtimes (February 2010) from Official Microsoft Download Center | url = http://www.microsoft.com/en-us/download/details.aspx?id=9033 | url-status = dead | archive-url = https://web.archive.org/web/20210125023641/http://www.microsoft.com/en-us/download/details.aspx?id=9033 | archive-date = January 25, 2021 | access-date = March 1, 2025}}</ref> |Last version supporting Windows 2000,<ref name="Jun2010" /> XP and XP SP1 |- |June 7, 2010<ref name="Jun2010" /> |Final 9.0c version<br>Last version supporting Windows XP SP2 and SP3<ref>{{Cite web|url=https://www.gamedeveloper.com/pc/report-no-directx-10-for-windows-xp|title=Report: No DirectX 10 For Windows XP|website=GameDeveloper|date=May 30, 2006|access-date=2021-12-23}}</ref> |- ! rowspan="3" |10 |style="text-align:center;" |10 || 6.00.6000.16386 || November 30, 2006 || [[Windows Vista]] exclusive |- |rowspan="2" style="text-align:center;" |10.1 || 6.00.6001.18000 || February 4, 2008 || [[Windows Vista SP1]], [[Windows Server 2008]]<br />Includes Direct3D 10.1 |- |6.00.6002.18005 || April 28, 2009 || [[Windows Vista SP2]], [[Windows Server 2008 SP2]]<br />Includes Direct3D 10.1 |- ! rowspan="6" |11 |rowspan="3" style="text-align:center;" |11 || 6.01.7600.16385 || October 22, 2009 || [[Windows 7]], [[Windows Server 2008 R2]] |- || 6.00.6002.18107 || October 27, 2009 || Windows Vista SP2 and Windows Server 2008 SP2, through the [https://support.microsoft.com/en-us/topic/platform-update-supplement-for-windows-vista-and-for-windows-server-2008-5f6a1e60-0bcd-2080-06ab-85ecc8110d5f Platform Update for Windows Vista and Windows Server 2008]<ref>{{cite web|url=http://www.pcgameshardware.com/aid,695119/Microsoft-upgrades-Windows-Vista-with-DirectX-11/News/|title=Microsoft upgrades Windows Vista with DirectX 11|work=pcgameshardware.com|date=September 15, 2009|access-date=September 15, 2009|archive-date=March 31, 2016|archive-url=https://web.archive.org/web/20160331191801/http://www.pcgameshardware.com/aid,695119/Microsoft-upgrades-Windows-Vista-with-DirectX-11/News/|url-status=dead}}</ref> |- |6.01.7601.17514 || February 16, 2011 || [[Windows 7 SP1]], [[Windows Server 2008 R2#Service Pack|Windows Server 2008 R2 SP1]] |- |rowspan="2" style="text-align:center;" |11.1 || 6.02.9200.16384 || August 1, 2012 || [[Windows 8]], [[Windows RT]], [[Windows Server 2012]]<br /> |- |6.02.9200.16492 || February 11, 2013 || Windows 7 SP1 and Windows Server 2008 R2 SP1, through the [https://support.microsoft.com/en-gb/topic/platform-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1-d97da9ca-c15c-b21f-ebb0-838f7be8d9f6 Platform Update for Windows 7 and Windows Server 2008 R2]<ref>{{cite web|url=https://support.microsoft.com/en-us/help/2670838/platform-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1|title=Platform update for Windows 7 SP1 and Windows Server 2008 R2 SP1|date=February 27, 2013|work=Microsoft Support|publisher=Microsoft|archive-url=https://web.archive.org/web/20190507050936/https://support.microsoft.com/en-us/help/2670838/platform-update-for-windows-7-sp1-and-windows-server-2008-r2-sp1|archive-date=May 7, 2019|url-status=live|access-date=May 7, 2019}}</ref> |- |style="text-align:center;" |11.2 || 6.03.9600.16384 || October 18, 2013 || [[Windows 8.1]], [[Windows RT]], [[Windows Server 2012 R2]] |- ! rowspan="7" |12 | rowspan="3" style="text-align:center;" |12 ||10.00.10240.16384 || July 29, 2015 || [[Windows 10]] |- |10.00.15063.0000 || March 20, 2017 || Windows 10, Depth Bounds Testing and Programmable MSAA added<ref>{{Cite web|url=https://docs.microsoft.com/en-us/windows/uwp/whats-new/windows-10-build-15063|title = What's New in Windows 10, build 15063 - UWP applications| date=October 20, 2022 }}</ref><ref>{{Cite web|url=https://blogs.msdn.microsoft.com/directx/2017/11/07/announcing-new-directx-12-features/|title=Announcing new DirectX 12 features|date=November 7, 2017}}</ref> |- |10.00.17763.0000 || November 20, 2019 || [[Direct3D]] 12 only for Windows 7 SP1, via a dedicated source code package for app developers<ref>{{cite web| url = https://www.nuget.org/packages/Microsoft.Direct3D.D3D12On7| title = NuGet Gallery {{!}} Microsoft.Direct3D.D3D12On7 1.1.0}}</ref><ref>{{Cite web|url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12onWin7.html|title = DirectX-Specs}}</ref> |- | rowspan="2" |12.1 | 10.00.17763.0001||October 2, 2018 || Windows 10, DirectX Raytracing support added<ref>{{Cite web |date=October 2, 2018 |title=DirectX Raytracing and the Windows 10 October 2018 Update |url=https://blogs.msdn.microsoft.com/directx/2018/10/02/directx-raytracing-and-the-windows-10-october-2018-update/}}</ref> |- |10.00.18362.0116 |May 19, 2019 || Windows 10, Variable Rate Shading (VRS) support added<ref>{{Cite web |date=March 18, 2019 |title=Variable Rate Shading: A scalpel in a world of sledgehammers |url=https://devblogs.microsoft.com/directx/variable-rate-shading-a-scalpel-in-a-world-of-sledgehammers/}}</ref> |- | rowspan="2" |12.2 |10.00.19041.0928 |November 10, 2020||Windows 10, Ultimate |- |10.00.22000.1000 |October 5, 2021 |[[Windows 11]], Added native refresh rate switching<ref>{{Cite web |date=June 28, 2021 |title=Dynamic refresh rate β Get the best of both worlds |url=https://devblogs.microsoft.com/directx/dynamic-refresh-rate/}}</ref> and improved graphics capabilities to [[Windows Subsystem for Linux]]<ref>{{cite web |title=WSL Graphics Architecture |url=https://xdc2020.x.org/event/9/contributions/610/ |url-status=dead |archive-url=https://web.archive.org/web/20211008215757/https://xdc2020.x.org/event/9/contributions/610/ |archive-date=October 8, 2021 |access-date=October 8, 2021 |website=X.Org Developers Conference 2020}}</ref> |} 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 [[Microsoft Developer Network|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'.<ref>{{cite web |url = http://msdn.microsoft.com/archive/en-us/directx9_c_Dec_2004/directx/directxsdk/dxandxp.asp |title = DirectX and Windows XP |archive-url=https://web.archive.org/web/20080118005316/http://msdn.microsoft.com/archive/en-us/directx9_c_Dec_2004/directx/directxsdk/dxandxp.asp |archive-date=18 January 2008 |url-status=dead}}</ref>
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