{"id":33665,"date":"2026-03-02T16:46:31","date_gmt":"2026-03-02T15:46:31","guid":{"rendered":"https:\/\/www.hwlegend.tech\/games\/?p=33665"},"modified":"2026-03-02T16:46:31","modified_gmt":"2026-03-02T15:46:31","slug":"directx-12-agility-sdk-1-619-shader-model-6-9-e-dxr-1-2-ora-stabili","status":"publish","type":"post","link":"https:\/\/www.hwlegend.tech\/games\/news\/directx-12-agility-sdk-1-619-shader-model-6-9-e-dxr-1-2-ora-stabili\/","title":{"rendered":"DirectX 12 Agility SDK 1.619: Shader Model 6.9 e DXR 1.2 ora stabili"},"content":{"rendered":"<hr \/>\n<div class=\"flex flex-col text-sm pb-25\">\n<article class=\"text-token-text-primary w-full focus:outline-none [--shadow-height:45px] has-data-writing-block:pointer-events-none has-data-writing-block:-mt-(--shadow-height) has-data-writing-block:pt-(--shadow-height) [&amp;:has([data-writing-block])&gt;*]:pointer-events-auto scroll-mt-[calc(var(--header-height)+min(200px,max(70px,20svh)))]\" dir=\"auto\" data-turn-id=\"request-WEB:0fba2872-274d-4138-abc2-79f9fc522dbf-6\" data-testid=\"conversation-turn-14\" data-scroll-anchor=\"true\" data-turn=\"assistant\">\n<div class=\"text-base my-auto mx-auto pb-10 [--thread-content-margin:--spacing(4)] @w-sm\/main:[--thread-content-margin:--spacing(6)] @w-lg\/main:[--thread-content-margin:--spacing(16)] px-(--thread-content-margin)\">\n<div class=\"[--thread-content-max-width:40rem] @w-lg\/main:[--thread-content-max-width:48rem] mx-auto max-w-(--thread-content-max-width) flex-1 group\/turn-messages focus-visible:outline-hidden relative flex w-full min-w-0 flex-col agent-turn\">\n<div class=\"flex max-w-full flex-col grow\">\n<div class=\"min-h-8 text-message relative flex w-full flex-col items-end gap-2 text-start break-words whitespace-normal [.text-message+&amp;]:mt-1\" dir=\"auto\" data-message-author-role=\"assistant\" data-message-id=\"bc49c40d-92c6-48b6-85bc-8c842433f6e0\" data-message-model-slug=\"gpt-5-2\">\n<div class=\"flex w-full flex-col gap-1 empty:hidden first:pt-[1px]\">\n<div class=\"markdown prose dark:prose-invert w-full wrap-break-word dark markdown-new-styling\">\n<p data-start=\"339\" data-end=\"574\"><strong>Microsoft<\/strong> ha <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-execution-reordering\/\" target=\"_blank\" rel=\"noopener\">ufficializzato<\/a> il <a href=\"https:\/\/devblogs.microsoft.com\/directx\/shader-model-6-9-retail-and-more\/\" target=\"_blank\" rel=\"noopener\">rilascio<\/a> del <strong data-start=\"411\" data-end=\"443\">DirectX 12 Agility SDK 1.619<\/strong>, portando in disponibilit\u00e0 generale <strong data-start=\"480\" data-end=\"500\">Shader Model 6.9<\/strong> e consolidando le ultime innovazioni di <strong data-start=\"541\" data-end=\"573\">DirectX Raytracing (DXR) 1.2<\/strong>.<\/p>\n<p data-start=\"576\" data-end=\"854\">L\u2019Agility SDK consente agli sviluppatori di includere direttamente nei propri titoli i runtime aggiornati di DirectX, senza richiedere un update completo di Windows. Questo approccio accelera l\u2019adozione delle nuove funzionalit\u00e0, purch\u00e9 il sistema disponga di driver compatibili.<\/p>\n<p data-start=\"576\" data-end=\"854\"><a href=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/03\/DirectX-12-Agility-SDK-1.619-Shader-Model-6.9-e-DXR-1.2-ora-stabili-okok.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-33670\" src=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/03\/DirectX-12-Agility-SDK-1.619-Shader-Model-6.9-e-DXR-1.2-ora-stabili-okok-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" srcset=\"https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/03\/DirectX-12-Agility-SDK-1.619-Shader-Model-6.9-e-DXR-1.2-ora-stabili-okok-1024x576.jpg 1024w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/03\/DirectX-12-Agility-SDK-1.619-Shader-Model-6.9-e-DXR-1.2-ora-stabili-okok-300x169.jpg 300w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/03\/DirectX-12-Agility-SDK-1.619-Shader-Model-6.9-e-DXR-1.2-ora-stabili-okok-768x432.jpg 768w, https:\/\/www.hwlegend.tech\/games\/wp-content\/uploads\/sites\/2\/2026\/03\/DirectX-12-Agility-SDK-1.619-Shader-Model-6.9-e-DXR-1.2-ora-stabili-okok.jpg 1100w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><\/a><\/p>\n<hr data-start=\"856\" data-end=\"859\" \/>\n<p data-start=\"861\" data-end=\"911\"><strong>DXR 1.2: le tecnologie chiave diventano standard<\/strong><\/p>\n<hr \/>\n<p data-start=\"913\" data-end=\"1002\">Con la versione 1.619, diverse funzionalit\u00e0 passano dallo stato preview a quello stabile.<\/p>\n<hr \/>\n<p data-start=\"1004\" data-end=\"1040\"><strong>Shader Execution Reordering (SER)<\/strong><\/p>\n<\/div>\n<hr \/>\n<div class=\"markdown prose dark:prose-invert w-full wrap-break-word dark markdown-new-styling\">\n<p data-start=\"1042\" data-end=\"1135\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">Shader Execution Reordering<\/span><\/span> diventa ora requisito obbligatorio di Shader Model 6.9.<\/p>\n<p data-start=\"1137\" data-end=\"1338\">SER permette alla GPU di riordinare dinamicamente carichi di lavoro ray tracing disorganizzati, trasformandoli in thread coerenti e paralleli. Il risultato \u00e8 una migliore efficienza nell\u2019esecuzione di:<\/p>\n<hr \/>\n<ul data-start=\"1340\" data-end=\"1435\">\n<li data-start=\"1340\" data-end=\"1356\">\n<p data-start=\"1342\" data-end=\"1356\">Path tracing;<\/p>\n<\/li>\n<li data-start=\"1357\" data-end=\"1392\">\n<p data-start=\"1359\" data-end=\"1392\">Illuminazione globale complessa;<\/p>\n<\/li>\n<li data-start=\"1393\" data-end=\"1435\">\n<p data-start=\"1395\" data-end=\"1435\">Scene con elevata divergenza dei raggi.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"1437\" data-end=\"1463\"><strong>Opacity Micromaps (OMM)<\/strong><\/p>\n<hr \/>\n<p data-start=\"1465\" data-end=\"1555\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">Opacity Micromaps<\/span><\/span> vengono integrate pienamente nello standard stabile.<\/p>\n<p data-start=\"1557\" data-end=\"1674\">Questa tecnologia consente all\u2019hardware di evitare controlli pixel-level su geometrie complesse con alpha test, come:<\/p>\n<hr \/>\n<ul data-start=\"1676\" data-end=\"1753\">\n<li data-start=\"1676\" data-end=\"1691\">\n<p data-start=\"1678\" data-end=\"1691\">Vegetazione;<\/p>\n<\/li>\n<li data-start=\"1692\" data-end=\"1717\">\n<p data-start=\"1694\" data-end=\"1717\">Recinzioni metalliche;<\/p>\n<\/li>\n<li data-start=\"1718\" data-end=\"1753\">\n<p data-start=\"1720\" data-end=\"1753\">Elementi traslucidi dettagliati.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"1755\" data-end=\"1850\">Il beneficio principale \u00e8 la riduzione dell\u2019overhead nei titoli AAA con illuminazione avanzata.<\/p>\n<hr data-start=\"1852\" data-end=\"1855\" \/>\n<p data-start=\"1857\" data-end=\"1911\"><strong>Shader Model 6.9: pi\u00f9 potenza per gli shader moderni<\/strong><\/p>\n<hr \/>\n<p data-start=\"1913\" data-end=\"1987\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">Shader Model 6.9<\/span><\/span> introduce miglioramenti strutturali:<\/p>\n<hr \/>\n<p data-start=\"1989\" data-end=\"2012\"><strong>Long Vector Support<\/strong><\/p>\n<hr \/>\n<p data-start=\"2013\" data-end=\"2195\">Gli shader possono ora gestire vettori fino a 1024 elementi senza ricorrere a tecniche di packing manuale, semplificando lo sviluppo e migliorando l\u2019efficienza nei carichi complessi.<\/p>\n<hr \/>\n<p data-start=\"2197\" data-end=\"2231\"><strong>Operazioni native obbligatorie<\/strong><\/p>\n<hr \/>\n<p data-start=\"2232\" data-end=\"2252\">Diventano mandatory:<\/p>\n<hr \/>\n<ul data-start=\"2254\" data-end=\"2315\">\n<li data-start=\"2254\" data-end=\"2284\">\n<p data-start=\"2256\" data-end=\"2284\">Operazioni a 16-bit native;<\/p>\n<\/li>\n<li data-start=\"2285\" data-end=\"2315\">\n<p data-start=\"2287\" data-end=\"2315\">Operazioni a 64-bit native.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"2317\" data-end=\"2415\">Questo uniforma il comportamento tra vendor e garantisce maggiore coerenza nelle pipeline moderne.<\/p>\n<hr data-start=\"2417\" data-end=\"2420\" \/>\n<p data-start=\"2422\" data-end=\"2472\"><strong>Agility SDK 1.719 Preview: uno sguardo al futuro<\/strong><\/p>\n<hr \/>\n<p data-start=\"2474\" data-end=\"2567\">Parallelamente, Microsoft ha rilasciato <span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">DirectX 12 Agility SDK 1.719 Preview<\/span><\/span>, che introduce:<\/p>\n<hr \/>\n<ul data-start=\"2569\" data-end=\"2708\">\n<li data-start=\"2569\" data-end=\"2626\">\n<p data-start=\"2571\" data-end=\"2626\"><strong data-start=\"2571\" data-end=\"2589\">Fence Barriers<\/strong> per sincronizzazione pi\u00f9 granulare;<\/p>\n<\/li>\n<li data-start=\"2627\" data-end=\"2708\">\n<p data-start=\"2629\" data-end=\"2708\"><strong data-start=\"2629\" data-end=\"2645\">VPblit 3DLUT<\/strong>, che delega il tone mapping video a motori hardware dedicati.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"2710\" data-end=\"2806\">Queste funzioni anticipano ulteriori ottimizzazioni lato multimediale e gestione delle code GPU.<\/p>\n<hr data-start=\"2808\" data-end=\"2811\" \/>\n<p data-start=\"2813\" data-end=\"2881\"><strong>Supporto hardware: Nvidia in testa, Intel sorprende, AMD in attesa<\/strong><\/p>\n<hr \/>\n<p data-start=\"2883\" data-end=\"2955\">Il panorama GPU evidenzia differenze significative nell\u2019implementazione.<\/p>\n<hr \/>\n<p data-start=\"2957\" data-end=\"2966\"><strong>Nvidia<\/strong><\/p>\n<hr \/>\n<p data-start=\"2968\" data-end=\"3156\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">NVIDIA<\/span><\/span> offre supporto hardware completo per SER e OMM sulle GeForce RTX 40 Series e successive, mantenendo compatibilit\u00e0 software anche sulle RTX precedenti.<\/p>\n<hr \/>\n<p data-start=\"3158\" data-end=\"3166\"><strong>Intel<\/strong><\/p>\n<hr \/>\n<p data-start=\"3168\" data-end=\"3293\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">Intel<\/span><\/span> ha integrato accelerazione hardware completa SER nella Intel Arc B-Series (Battlemage).<\/p>\n<p data-start=\"3295\" data-end=\"3350\">Secondo test interni Microsoft riportati da <a href=\"https:\/\/videocardz.com\/newz\/microsoft-shader-execution-reordering-delivers-up-to-90-higher-performance-on-intel-arc-b-series-in-tech-demo\" target=\"_blank\" rel=\"noopener\">VideoCardz<\/a>:<\/p>\n<hr \/>\n<ul data-start=\"3352\" data-end=\"3416\">\n<li data-start=\"3352\" data-end=\"3384\">\n<p data-start=\"3354\" data-end=\"3384\">+40% FPS su GeForce RTX 4090;<\/p>\n<\/li>\n<li data-start=\"3385\" data-end=\"3416\">\n<p data-start=\"3387\" data-end=\"3416\">Fino a +90% su Arc B-Series.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"3418\" data-end=\"3509\">Un salto prestazionale notevole, soprattutto per l\u2019architettura Intel di nuova generazione.<\/p>\n<hr \/>\n<p data-start=\"3511\" data-end=\"3517\"><strong>AMD<\/strong><\/p>\n<hr \/>\n<p data-start=\"3519\" data-end=\"3804\"><span class=\"hover:entity-accent entity-underline inline cursor-pointer align-baseline\"><span class=\"whitespace-normal\">AMD<\/span><\/span> ha abilitato il supporto API sulle Radeon RX 9000 Series, ma gli attuali driver non effettuano ancora il riordino fisico dei workload. Questo potrebbe tradursi in vantaggi prestazionali inferiori rispetto ai competitor, almeno nel breve periodo.<\/p>\n<hr data-start=\"3806\" data-end=\"3809\" \/>\n<p data-start=\"3811\" data-end=\"3843\"><strong>Impatto per sviluppatori e AAA<\/strong><\/p>\n<hr \/>\n<p data-start=\"3845\" data-end=\"4069\">Con Shader Model 6.9 e DXR 1.2 stabili, l\u2019industria entra in una nuova fase di maturit\u00e0 per il ray tracing avanzato. Le tecnologie che fino a ieri erano opzionali o sperimentali diventano ora parte integrante dello standard.<\/p>\n<hr \/>\n<p data-start=\"4071\" data-end=\"4106\">Per gli sviluppatori AAA significa:<\/p>\n<hr \/>\n<ul data-start=\"4108\" data-end=\"4238\">\n<li data-start=\"4108\" data-end=\"4152\">\n<p data-start=\"4110\" data-end=\"4152\">Riduzione dell\u2019overhead nel path tracing;<\/p>\n<\/li>\n<li data-start=\"4153\" data-end=\"4201\">\n<p data-start=\"4155\" data-end=\"4201\">Migliore scalabilit\u00e0 su architetture moderne;<\/p>\n<\/li>\n<li data-start=\"4202\" data-end=\"4238\">\n<p data-start=\"4204\" data-end=\"4238\">Maggiore uniformit\u00e0 cross-vendor.<\/p>\n<\/li>\n<\/ul>\n<hr \/>\n<p data-start=\"4240\" data-end=\"4340\">Per i giocatori, invece, si traduce in frame rate pi\u00f9 elevati e illuminazione sempre pi\u00f9 realistica.<\/p>\n<p data-start=\"4342\" data-end=\"4531\" data-is-last-node=\"\" data-is-only-node=\"\">Il 2026 segna cos\u00ec un passaggio chiave nell\u2019evoluzione di DirectX 12: meno preview, pi\u00f9 standard consolidati e un ecosistema grafico sempre pi\u00f9 orientato al ray tracing ad alte prestazioni.<\/p>\n<hr \/>\n<p style=\"text-align: center\" data-start=\"4342\" data-end=\"4531\" data-is-last-node=\"\" data-is-only-node=\"\"><strong>Manguste E-Sports Teams<\/strong><\/p>\n<hr \/>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/article>\n<\/div>\n<div class=\"gsp_post_data\" \r\n\t            data-post_type=\"post\" \r\n\t            data-cat=\"news\" \r\n\t            data-modified=\"120\"\r\n\t            data-created=\"1772469991\"\r\n\t            data-title=\"DirectX 12 Agility SDK 1.619: Shader Model 6.9 e DXR 1.2 ora stabili\" \r\n\t            data-home=\"https:\/\/www.hwlegend.tech\/games\"><\/div>","protected":false},"excerpt":{"rendered":"<p>Microsoft ha ufficializzato il rilascio del DirectX 12 Agility SDK 1.619, portando in disponibilit\u00e0 generale Shader Model 6.9 e consolidando le ultime innovazioni di DirectX Raytracing (DXR) 1.2. L\u2019Agility SDK consente agli sviluppatori di includere direttamente nei propri titoli i runtime aggiornati di DirectX, senza richiedere un update completo di Windows. Questo approccio accelera l\u2019adozione [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":33672,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"class_list":["post-33665","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>DirectX 12 Agility SDK 1.619: Shader Model 6.9 e DXR 1.2 ora stabili - HW Legend Games<\/title>\n<meta name=\"description\" content=\"Microsoft rilascia Agility SDK 1.619: Shader Model 6.9, SER e OMM stabili. 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