Monday, June 2nd 2025

Microsoft's Agility SDK Update Brings Shader Execution Reordering, Opacity Micromaps, and Tiled Resource Tier 4 Support

Microsoft has quietly rolled out two updates to its DirectX Agility SDK, and developers are already finding reasons to celebrate. The 1.717-preview release brings Shader Execution Reordering (SER) and Cooperative Vectors to the table, while the 1.616-retail update introduces Opacity Micromaps (OMM) and D3D12 Tiled Resource Tier 4 support. Together, they promise smoother and more efficient ray tracing, as well as improved resource handling. In 1.717-preview, the arrival of Cooperative Vectors means that vector and matrix operations, essential for AI-driven effects, now enjoy dedicated hardware acceleration. Instead of performing complex calculations on the CPU, developers can offload these tasks to the GPU, potentially unlocking richer neural rendering techniques in real time. Additionally, SER provides ray tracing pipelines with a helpful feature: it reorganizes the order in which shader threads execute, reducing wasted cycles caused by thread divergence.

Early internal tests show up to a 2× performance boost in path-traced scenes when SER is enabled. The preview also updates Direct3D's video encoder with a HEVC Reference List extension for longer-term reference frames, a two-pass low-resolution first encode, and built-in PSNR metrics so creators can see exactly how crisp their output really is. The 1.616-retail SDK centers on Opacity Micromaps, a feature designed to handle alpha-tested geometry, such as foliage or chain-link fences, without firing off expensive AnyHit shader calls. With OMM, supported GPUs intelligently skip unnecessary work, and Microsoft's numbers suggest a speedup of as much as 2.3x in path-traced scenes. For example, one NVIDIA demo increased from approximately 55 FPS to around 90 FPS simply by enabling OMM. Today, only NVIDIA's RTX cards have driver-level support for these micromaps, but AMD and Intel are preparing their own updates for the coming months. That same 1.616-retail release also unlocks D3D12 Tiled Resource Tier 4, finally lifting the restriction on packed mipmaps in texture arrays. This means finer-grained texture streaming, less wasted memory, and more creative freedom in writing shader code. NVIDIA has confirmed its support for this tier, Intel's drivers are already shipping, and AMD is aiming to release compatible drivers by early June 2025.
Sources: Microsoft, via Wccftech
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24 Comments on Microsoft's Agility SDK Update Brings Shader Execution Reordering, Opacity Micromaps, and Tiled Resource Tier 4 Support

#1
Legacy-ZA
I can't wait.

Cyberpunk will probably be the first game to benefit, if I understand the video right, programmers will have to do the implementation from their side, it's not a driver level thing.
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#2
Kwadratowicz
Finally some optimization? and from microsoft 0.0 .
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#3
dgianstefani
TPU Proofreader
Promising. I wonder if with some of the "terrible" NVIDIA drivers, the reason is that they have been written to optimise for the planned (now current) future implementation of these techniques, and using classic methods can result in strange issues due to that.
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#4
Quicks
Microsoft also said many things will be for the better and turned out to be crap. So not holding my breath.
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#5
Onasi
@dgianstefani
I wouldn’t be surprised if that’s the case, MS might have shared the preliminary SDK with all GPU vendors and NV could have jumped the gun. Pair that with the drivers being made to support a new architecture (and Blackwell IS new, all memes of “repackaged Ada” aside) and you can conceivably get the shitshow that was the 57x branch.
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#6
Luminescent
This is a major development and upset for Nvidia, SER is one feature Nvidia had over AMD and Intel to win in path tracing and medium to heavy ray tracing, this levels the plain field, somewhat, put AI denoising and then you have a major problem.
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#7
napata
This is a major development and upset for Nvidia, SER is one feature Nvidia had over AMD and Intel to win in path tracing and medium to heavy ray tracing, this levels the plain field, somewhat, put AI denoising and then you have a major problem.
Isn't it a win for Nvidia as it means better adoption of SER? In the future it'll benefit everyone but how long is that going to take? You still need to support it through hardware and software.
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#8
Luminescent
napataIsn't it a win for Nvidia as it means better adoption of SER? In the future it'll benefit everyone but how long is that going to take? You still need to support it through hardware and software.
Nvidia already uses SER in games like cyberpunk 2077 or black myth wukong, otherwise path tracing would be a slideshow.
I would be very surprised if a game like cyberpunk 2077, in path tracing get any performance improvements at all from this, for Nvidia of course, it's already documented it was implemented in cyberpunk.
So this is a major setback for Nvidia as everyone will have it now
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#9
Denver
Legacy-ZAI can't wait.

Cyberpunk will probably be the first game to benefit, if I understand the video right, programmers will have to do the implementation from their side, it's not a driver level thing.
It actually depends on both driver support and the technology being integrated into the game, which will probably be tested on (Nvidia)standard PT titles like Cyberpunk or Alan Wake.

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#10
Luminescent
NVIDIA ALREADY HAS IT FUNCTIONING IN PATH TRACED GAMES!
I'm sorry to disappoint but current titles are already optimized on Nvidia, there is no benefit for them.
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#11
nageme
"Agility SDK". Is that the new euphemism for DirectX?

I'm not well versed here, but it seems like it's simply going back to the way DirectX used to be in the past.
A library that can be used on multiple versions of Windows.

devblogs.microsoft.com/directx/gettingstarted-dx12agility/:
With an OS version often taking take 1-2 years for a given feature to reach a critical mass of users before developers can justify adopting this feature, this meant that OS rollout used to be a bottleneck for the latest DirectX innovation.

With the Agility SDK model, the DirectX team fixes this problem by allowing any application to light up newer DirectX 12 functionality than what’s on a given OS. The Agility SDK model lets this happen while also ensuring that there are no interruptions to existing games that rely on the System32 DirectX 12 runtime, D3D12.dll.
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#12
ZoneDymo
not entirely related but, could a new denoiser like Ray Reconstruction or project Redstone also be(come) part of Direct X as the default denoiser?
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#13
Teddy Bear
RTX cards wont benefit way too much right now... But nGreedia is going to be pissed that they wont have exclusive implementation anymore, so they'll probably fire back with something outrageous soon...
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#14
Visible Noise
LuminescentNVIDIA ALREADY HAS IT FUNCTIONING IN PATH TRACED GAMES!
I'm sorry to disappoint but current titles are already optimized on Nvidia, there is no benefit for them.
Calm down.

The only title known to use it is Alan Wake. AFAIA.
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#15
wheresmycar
So in short, significantly better RT/PT performance, faster texture streaming/memory efficiency, improved AI render/effects (upscaling), etc...

I'm done getting hyped over this kind of stuff. We've seen this cycle too many times with new feature drops, esp. when it takes months (or years) before games actually implement it properly, if they even do. And when things break or underperform, the blame ping pongs between the GPU drivers, Windows version, game devs or whatever engine they’re using. Even when you do have the right hardware, OS and drivers, you’re still at the mercy of game implementation.

Another round of wait and see (keeping expectations sensible)
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#16
chrcoluk
I have a different interpretation it is like why have people being made to buy new GPUs to reach a performance level when there has been this software solution available but just they taking years to get it put in the DX API.
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#17
Visible Noise
chrcolukI have a different interpretation it is like why have people being made to buy new GPUs to reach a performance level when there has been this software solution available but just they taking years to get it put in the DX API.
Chicken and egg problem.

But it has been available via NVAPI, and it’s not like AMD cards have been capable of path tracing.

Edit. Oh, it’s not just software. You have to have the hardware to run the software.
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#18
Luminescent
Visible NoiseCalm down.

The only title known to use it is Alan Wake. AFAIA.
Add to that cyberpunk, black myth wukong , Indiana Jones and every path traced game, it is documented on developer.nvidia.com.
As i said, there is no benefit for Nvidia, they did the work already, it just wasn't in DX12 specs, now it is and unfortunately AMD and Intel can benefit from it.
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#19
Teddy Bear
LuminescentAdd to that cyberpunk, black myth wukong , Indiana Jones and every path traced game, it is documented on developer.nvidia.com.
As i said, there is no benefit for Nvidia, they did the work already, it just wasn't in DX12 specs, now it is and unfortunately AMD and Intel can benefit from it.
If DLSS is integrated into the game - Its already there! NV was ahead of the pack for a while, that's another reason Radeon cards bent over in RT games
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#20
Luminescent
Teddy BearIf DLSS is integrated into the game - Its already there! NV was ahead of the pack for a while, that's another reason Radeon cards bent over in RT games
To be fair, AMD and Intel had no idea what SER is, AMD added something similar in RDNA4, previous architecture's don't support this and some workarounds can be attempted but who knows if they manage something usable.
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#21
mikesg
Opacity MicroMaps / foliage rendering is 100% for GTA6 and performance on PS5
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#22
Teddy Bear
LuminescentTo be fair, AMD and Intel had no idea what SER is, AMD added something similar in RDNA4, previous architecture's don't support this and some workarounds can be attempted but who knows if they manage something usable.
Well, yes. AMD kept pushing raster performance and weren't able to push out RT stuff quickly as their GPU division is vastly overshadowed by their CPU division, so R&D for Radeon isn't cooking as fast as Team Greed.

They're gaining ground now with RDNA4 producing excellent results. I'm sure they knew about SER at high and low levels, but they just couldn't make it function with what they had. Now with this SDK update they should be able to take advantage of their hardware capabilities a lot better.

AMD can do it. They can. The problem is their entire concious is about their CPU's (Which is fair enough considering all the nonsense Intel kicked up thinking they will always be unbeatable), so they probably won't do it until they fall behind as usual, or, maybe somehow they shift up a gear and not miss an opportunity... As usual

Scum aside, at least nvidia is pushing the boundaries of what games and hardware can do. No bad products, just bad execution and bad practices.
8GB cards costing as much as they do are definitely bad products and execution combined
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#23
R-T-B
LuminescentAdd to that cyberpunk, black myth wukong , Indiana Jones and every path traced game, it is documented on developer.nvidia.com.
As i said, there is no benefit for Nvidia, they did the work already, it just wasn't in DX12 specs, now it is and unfortunately AMD and Intel can benefit from it.
Unfortunately?
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#24
ValenOne
LuminescentNvidia already uses SER in games like cyberpunk 2077 or black myth wukong, otherwise path tracing would be a slideshow.
I would be very surprised if a game like cyberpunk 2077, in path tracing get any performance improvements at all from this, for Nvidia of course, it's already documented it was implemented in cyberpunk.
So this is a major setback for Nvidia as everyone will have it now
During the ADA generation, NVIDIA has a sales benefit from the custom NVAPI advantage.

videocardz.com/newz/geforce-rtx-5060-ti-appears-on-steam-hardware-survey-list-before-radeon-rx-9070-series
NVIDIA's mindshare dominance with the RTX 5060 Ti sales dominance despite the RX 9700 series. If AMD pulls discrete Radeon GPU products from the marketplace, NVIDIA's mindshare wouldn't even miss it.

PS: I'm guilty of supporting NVIDIA mindshare, and I plan to repeat it with RTX 5080 Super.
LuminescentTo be fair, AMD and Intel had no idea what SER is, AMD added something similar in RDNA4, previous architecture's don't support this and some workarounds can be attempted but who knows if they manage something usable.
SER support is a required feature in Shader Model 6.9. DXR Tier 1.2 needs Opacity Micro-maps (OMM) and Shader Execution Reordering (SER).

Intel: Support for SER is now available for Intel® Arc™ B-Series Graphics and Intel® Core™ Ultra Processors (Series 2) with the Intel® Arc™ Graphics developer preview driver available www.intel.com/content/www/us/en/download/737144/855958/intel-graphics-preview-features-windows.html

Intel Lunar Lake's iGPU has SER.

To be fair, AMD is too busy with the PlayStation PS5 Pro APU.
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