Microsoft releases DirectX 12 Shader Model 6.9 with major Direct3D 12 upgrades

Microsoft is rolling out DirectX Shader Model 6.9 via the latest Agility SDK, introducing long vector support, expanded 16-bit float functionality, and stricter hardware requirements, while moving key DirectX ray tracing features out of preview.

Microsoft released DirectX Shader Model 6.9 alongside a broad set of new Direct3D 12 enhancements, marking the end of a preview period that began in 2025. The update ships with Agility SDK 1.619 and DirectX Shader Compiler (DXC) version 1.9.2602.16, while a separate Agility SDK 1.719-preview builds on this foundation with experimental capabilities aimed at early adopters. Shader Model 6.9 sits at the core of the Agility SDK 1.619 release and is positioned as a significant step forward in processing flexibility and performance for graphics developers.

A key addition in Shader Model 6.9 is ‘Long Vector’ support, which allows developers to load, store, and perform element-wise operations on HLSL vectors up to 1024 elements in length. The release also expands specialized HLSL functions, so IsNan, IsInf, and the newly added IsNorma now fully support 16-bit floats to improve numerical handling and precision for compact data types. The update tightens the hardware baseline by making previously optional capabilities, such as 16-bit and 64-bit shader operations, strictly required, signaling a push toward more capable and modern graphics hardware across the ecosystem.

Beyond the Shader Model itself, Microsoft is advancing DirectX ray tracing (DXR) 1.2 by promoting several features from preview to full release, including Opacity Micromaps (OMMs) and Shader Execution Reordering (SER). OMMs allow hardware to process complex alpha-tested geometry more efficiently by avoiding many costly shader invocations, a capability first highlighted in 2022 with NVIDIA’s Ada Lovelace architecture. SER gives applications the ability to dynamically sort rays for more optimized parallel execution, improving utilization on modern GPUs. Responding to developer feedback, Microsoft is also delivering targeted quality-of-life changes such as a Revised Resource View Creation API and new CPU Timeline Query Resolves that are designed to eliminate unnecessary GPU overhead. A comparison table illustrates how Shader Model 6.9 hardware support varies across the three major GPU vendors.

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