![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
CPU- and GPU-boundedness
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
Coming to DirectX 12: D3D9On12 and D3D11On12 Resource Interop APIs
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
Coming to DirectX 12: More control over memory allocation
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
Coming to DirectX 12— Mesh Shaders and Amplification Shaders: Reinventing the Geometry Pipeline
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)
DirectX Raytracing (DXR) Tier 1.1
![](https://devblogs.microsoft.com/directx/wp-content/uploads/sites/42/2020/03/ultimate.png)