[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"portal-settings:figure:en":3,"public-menus:all":44,"post:directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games:en":530,"related:post:directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games:en:1":1553},{"statusCode":4,"data":5,"message":43},200,{"tenantId":6,"lang":7,"defaultLang":7,"siteUrl":8,"contactEmail":9,"brandName":10,"logoUrl":11,"siteName":10,"siteDescription":12,"ogImage":13,"robotsIndex":14,"socialLinks":13,"reservedSlugs":13,"seoPolicy":15},"figure","en","https:\u002F\u002Ffigure.rocks","info@stajic.de","Figure Rocks","\u002Ffavicon-32x32.png","",null,true,{"branding":16,"relatedContent":17,"crossDomainLinks":18},{"logoUrl":11},{"enabled":14},[19,22,25,28,31,34,37,40],{"url":20,"label":21,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002Floving.rocks","loving.rocks",{"url":23,"label":24,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002Fstajic.de","stajic.de",{"url":26,"label":27,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002Fbazify.com","bazify.com",{"url":29,"label":30,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002Fbazify.de","bazify.de",{"url":32,"label":33,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002F2mesta.com","2mesta.com",{"url":35,"label":36,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002F2mesta.de","2mesta.de",{"url":38,"label":39,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002Fbazify.at","bazify.at",{"url":41,"label":42,"isActive":14,"showInFooter":14,"includeInSameAs":14},"https:\u002F\u002Fweb-hoch3.de","web-hoch3.de","Portal settings resolved",[45],{"id":46,"name":47,"location":48,"isActive":14,"isDefault":14,"items":49},2,"Main Menu","sidebar",[50,64,188,281,357,423],{"id":51,"title":52,"url":60,"target":61,"icon":62,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":63},"1",{"de":53,"en":54,"es":55,"fr":56,"it":54,"ru":57,"sr":58,"zh":59},"Startseite","Home","Inicio","Accueil","Главная","Početna","首页","\u002F","_self","i-lucide-home",[],{"id":65,"title":66,"url":75,"target":61,"icon":76,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":77},"3",{"de":67,"en":68,"es":69,"fr":70,"it":71,"ru":72,"sr":73,"zh":74},"Spiele","Games","Juegos","Jeux","Giochi","Игры","Igre","游戏","\u002Fgames","i-lucide-gamepad-2",[78,91,106,120,134,147,161,175],{"id":79,"title":80,"url":75,"target":61,"icon":89,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":90},"3-1",{"de":81,"en":82,"es":83,"fr":84,"it":85,"ru":86,"sr":87,"zh":88},"Spiele-Hub","Games Hub","Centro de juegos","Hub de jeux","Hub Giochi","Игровой центр","Centar za igre","游戏中心","i-lucide-layout-grid",[],{"id":92,"title":93,"url":102,"target":61,"icon":103,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":105},"1-1",{"de":94,"en":95,"es":96,"fr":97,"it":98,"ru":99,"sr":100,"zh":101},"Neu & Angesagt","New & Trending","Novedades & Tendencias","Nouveautés & Tendances","Novità & Tendenze","Новинки & тренды","Novo & Popularno","新品 & 热门","\u002Fnews\u002Fgaming-news","i-lucide-sparkles","custom",[],{"id":107,"title":108,"url":117,"target":61,"icon":118,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":119},"1-2",{"de":109,"en":110,"es":111,"fr":112,"it":113,"ru":114,"sr":115,"zh":116},"Angebote","Deals","Ofertas","Offres","Offerte","Акции","Ponude","优惠","\u002Fdeals","i-lucide-badge-percent",[],{"id":121,"title":122,"url":131,"target":61,"icon":132,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":133},"1-3",{"de":123,"en":124,"es":125,"fr":126,"it":127,"ru":128,"sr":129,"zh":130},"Release-Kalender","Release Calendar","Calendario de lanzamientos","Calendrier des sorties","Calendario delle uscite","Календарь релизов","Kalendar izdanja","发布日历","\u002Freleases","i-lucide-calendar-days",[],{"id":135,"title":136,"url":144,"target":61,"icon":145,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":146},"3-2",{"de":137,"en":138,"es":139,"fr":140,"it":141,"sr":142,"zh":143},"amiibo-kompatible Spiele","amiibo-Compatible Games","Juegos compatibles con Amiibo","Jeux compatibles Amiibo","Giochi compatibili con amiibo","Amiibo kompatibilne igre","Amiibo 兼容游戏","\u002Freference\u002Fcompatibility","i-lucide-check-circle-2",[],{"id":148,"title":149,"url":158,"target":61,"icon":159,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":160},"3-3",{"de":150,"en":151,"es":152,"fr":153,"it":154,"ru":155,"sr":156,"zh":157},"Wie amiibo funktionieren","How amiibo work","Cómo funcionan los Amiibo","Comment fonctionnent les Amiibo","Come funzionano gli Amiibo","Как работают Amiibo","Kako Amiibo rade","Amiibo 如何运作","\u002Fgames\u002Fhow-amiibo-unlocks-work","i-lucide-puzzle",[],{"id":162,"title":163,"url":172,"target":61,"icon":173,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":174},"3-4",{"de":164,"en":165,"es":166,"fr":167,"it":168,"ru":169,"sr":170,"zh":171},"Beste Amiibo pro Spiel","Best amiibo per Game","Mejores Amiibo por juego","Meilleurs Amiibo par jeu","Migliori Amiibo per gioco","Лучшие Amiibo по играм","Najbolji Amiibo po igri","各游戏最佳 Amiibo","\u002Fgames\u002Fbest-amiibo-per-game","i-lucide-award",[],{"id":176,"title":177,"url":185,"target":61,"icon":186,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":187},"3-5",{"de":178,"en":179,"es":180,"fr":181,"it":182,"ru":183,"sr":184},"Freischaltbares & Belohnungen","Unlockables & Rewards","Desbloqueables & Recompensas","Déblocables & Récompenses","Sbloccabili & Ricompense","Разблокировки & награды","Otključavanja & nagrade","\u002Fgames\u002Funlocks-and-benefits","i-lucide-gift",[],{"id":189,"title":190,"url":198,"target":61,"icon":199,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":200},"4",{"de":191,"en":192,"es":193,"it":194,"ru":195,"sr":196,"zh":197},"Sammeln","Collecting","Coleccionismo","Collezionismo","Коллекционирование","Kolekcionarstvo","收藏","\u002Fcollecting","i-lucide-gem",[201,212,226,239,253,267],{"id":202,"title":203,"url":210,"target":61,"icon":89,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":211},"4-1",{"de":204,"en":205,"fr":206,"it":207,"ru":208,"zh":209},"Sammel-Hub","Collecting Hub","Hub de collecte","Hub di raccolta","Центр сбора","收藏中心","\u002Famiibo\u002Fcollecting",[],{"id":213,"title":214,"url":223,"target":61,"icon":224,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":225},"4-2",{"de":215,"en":216,"es":217,"fr":218,"it":219,"ru":220,"sr":221,"zh":222},"Kaufberatung","Buying Guide","Guía de compra","Guide d'achat","Guida all'acquisto","Гид покупателя","Vodič za kupovinu","购买指南","\u002Famiibo-library\u002Famiibo-buying-smart","i-lucide-shopping-bag",[],{"id":227,"title":228,"url":236,"target":61,"icon":237,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":238},"4-3",{"de":229,"en":229,"es":230,"fr":231,"it":232,"ru":233,"sr":234,"zh":235},"Fake vs Real","Falso vs. Real","Faux vs Vrai","Falso vs Vero","Фейк vs Оригинал","Lažno vs Pravo","真假对比","\u002Famiibo-library\u002Famiibo-buying-smart\u002Favoid-fake-listings","i-lucide-scan",[],{"id":240,"title":241,"url":250,"target":61,"icon":251,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":252},"4-4",{"de":242,"en":243,"es":244,"fr":245,"it":246,"ru":247,"sr":248,"zh":249},"Aufbewahrung & Präsentation","Storage & Display","Almacenamiento & exhibición","Rangement & Présentation","Contenitori & Esposizione","Хранение & витрины","Odlaganje & izlaganje","存储 & 展示","\u002Famiibo-library\u002Famiibo-care-and-storage","i-lucide-box",[],{"id":254,"title":255,"url":264,"target":61,"icon":265,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":266},"4-5",{"de":256,"en":257,"es":258,"fr":259,"it":260,"ru":261,"sr":262,"zh":263},"Preisübersicht","Price Guide","Guía de precios","Guide des prix","Guida ai prezzi","Гид по ценам","Cenovnik","价格指南","\u002Fcollections\u002Fprice-guide","i-lucide-bar-chart-3",[],{"id":268,"title":269,"url":278,"target":61,"icon":279,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":280},"4-6",{"de":270,"en":271,"es":272,"fr":273,"it":274,"ru":275,"sr":276,"zh":277},"Raritäten","Rare Finds","Hallazgos únicos","Trouvailles rares","Pezzi rari","Редкие находки","Retki nalazi","稀有发现","\u002Fcollections\u002Frare-and-notable","i-lucide-trophy",[],{"id":282,"title":283,"url":291,"target":61,"icon":292,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":293},"5",{"de":284,"en":285,"es":286,"fr":285,"it":287,"ru":288,"sr":289,"zh":290},"Technik","Tech","Tecnología","Tecnologia","Технологии","Tehnologija","科技","\u002Ftech","i-lucide-cpu",[294,305,317,330,343],{"id":295,"title":296,"url":291,"target":61,"icon":89,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":304},"5-1",{"de":297,"en":297,"es":298,"fr":299,"it":300,"ru":301,"sr":302,"zh":303},"Tech Hub","Centro tecnológico","Hub Tech","Hub Tecnologico","Технохаб","Tehnološki centar","科技中心",[],{"id":306,"title":307,"url":314,"target":61,"icon":315,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":316},"5-2",{"de":308,"en":309,"fr":310,"it":311,"ru":312,"zh":313},"Audio- & Mikrofonqualität","Audio & Mic Quality","Qualité audio & micro","Qualità audio & mic","Качество звука & микрофона","音频 & 麦克风质量","\u002Fgear\u002Faudio","i-lucide-mic",[],{"id":318,"title":319,"url":327,"target":61,"icon":328,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":329},"5-3",{"de":320,"en":321,"es":322,"fr":323,"it":324,"sr":325,"zh":326},"Controller & Zubehör","Controllers & Accessories","Mandos & accesorios","Manettes & accessoires","Controller & Accessori","Kontroleri & dodatna oprema","控制器 & 配件","\u002Fgear\u002Fcontrols","i-lucide-joystick",[],{"id":331,"title":332,"url":340,"target":61,"icon":341,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":342},"5-4",{"de":333,"en":334,"es":335,"fr":336,"it":337,"ru":338,"sr":339},"Displays & Aufnahme","Displays & Capture","Pantallas & Captura","Écrans & Capture","Display & Acquisizione","Дисплеи & Захват","Ekrani & snimanje","\u002Fgear\u002Fdisplays","i-lucide-monitor",[],{"id":344,"title":345,"url":354,"target":61,"icon":355,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":356},"5-5",{"de":346,"en":347,"es":348,"fr":349,"it":350,"ru":351,"sr":352,"zh":353},"Netzwerkstabilität","Network Stability","Estabilidad de la red","Stabilité du réseau","Stabilità della rete","Стабильность сети","Stabilnost mreže","网络稳定性","\u002Fplaybooks\u002Fnetwork-stability","i-lucide-wifi",[],{"id":358,"title":359,"url":367,"target":61,"icon":368,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":369},"6",{"de":360,"en":360,"es":361,"fr":362,"it":363,"ru":364,"sr":365,"zh":366},"Shop","Tienda","Boutique","Negozio","Магазин","Prodavnica","商店","\u002Fshop","i-lucide-shopping-cart",[370,382,390,398,411],{"id":371,"title":372,"url":367,"target":61,"icon":380,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":381},"6-1",{"de":373,"en":374,"es":375,"fr":376,"ru":377,"sr":378,"zh":379},"Shop-Hub","Shop Hub","Centro de compras","Espace Boutique","Центр магазина","Centar za kupovinu","购物中心","i-lucide-store",[],{"id":383,"title":384,"url":387,"target":61,"icon":388,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":389},"6-2",{"de":385,"en":385,"es":386,"fr":386,"it":386,"sr":386,"zh":386},"amiibo","Amiibo","\u002Famiibo-shop","i-lucide-scan-line",[],{"id":391,"title":392,"url":395,"target":61,"icon":396,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":397},"6-3",{"de":393,"en":393,"es":393,"fr":393,"it":393,"ru":393,"sr":393,"zh":394},"LEGO","乐高","\u002Flego-shop","i-lucide-blocks",[],{"id":399,"title":400,"url":408,"target":61,"icon":409,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":410},"6-4",{"de":401,"en":402,"es":403,"fr":404,"it":405,"sr":406,"zh":407},"Figuren & Sammlerstücke","Figures & Collectibles","Figuras & Coleccionables","Figurines & Objets de collection","Figure & Collezionismo","Figure & kolekcionarstvo","手办 & 收藏品","\u002Fshop\u002Ffigures","i-lucide-package",[],{"id":412,"title":413,"url":420,"target":61,"icon":421,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":422},"6-5",{"de":414,"en":414,"fr":415,"it":416,"ru":417,"sr":418,"zh":419},"Gaming Gear","Équipement gaming","Accessori gaming","Игровое снаряжение","Gejming oprema","游戏装备","\u002Fgaming-gear-shop","i-lucide-headphones",[],{"id":424,"title":425,"url":426,"target":61,"icon":388,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":427},"2",{"de":385,"en":385,"es":385,"fr":385,"it":385,"ru":385,"sr":385,"zh":385},"\u002Famiibo",[428,439,446,460,474,488,502,516],{"id":429,"title":430,"url":426,"target":61,"icon":89,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":438},"2-1",{"de":431,"en":432,"es":433,"fr":434,"it":434,"ru":435,"sr":436,"zh":437},"amiibo-Hub","amiibo Hub","Centro amiibo","Hub amiibo","Хаб amiibo","amiibo centar","amiibo 中心",[],{"id":440,"title":441,"url":443,"target":61,"icon":444,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":445},"1772724791061",{"de":442,"en":442},"Franchise","\u002Famiibo\u002Ffranchise","i-lucide-star",[],{"id":447,"title":448,"url":457,"target":61,"icon":458,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":459},"2-3",{"de":449,"en":450,"es":451,"fr":452,"it":453,"ru":454,"sr":455,"zh":456},"Region & Verpackung (EU\u002FUS\u002FJP)","Region & Packaging (EU\u002FUS\u002FJP)","Región y embalaje (UE\u002FEE. UU.\u002FJP)","Région & Emballage (UE\u002FUS\u002FJP)","Regione & Confezione (EU\u002FUS\u002FJP)","Регион & упаковка (EU\u002FUS\u002FJP)","Region & pakovanje (EU\u002FUS\u002FJP)","地区 & 包装 (EU\u002FUS\u002FJP)","\u002Famiibo-library\u002Famiibo-editions-and-regions","i-lucide-globe",[],{"id":461,"title":462,"url":471,"target":61,"icon":472,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":473},"2-4",{"de":463,"en":464,"es":465,"fr":466,"it":467,"ru":468,"sr":469,"zh":470},"Schnellidentifikations-Checkliste","Fast Identification Checklist","Lista de identificación rápida","Liste d'identification rapide","Checklist identificazione rapida","Чек-лист быстрой идентификации","Kontrolna lista za brzu identifikaciju","快速识别清单","\u002Famiibo\u002Fidentify-checklist","i-lucide-list-checks",[],{"id":475,"title":476,"url":485,"target":61,"icon":486,"isActive":14,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":487},"2-6",{"de":477,"en":478,"es":479,"fr":480,"it":481,"ru":482,"sr":483,"zh":484},"Tipps für Sealed-Sammlungen","Sealed Collection Tips","Consejos de colección sellada","Conseils collection scellée","Consigli collezione sigillata","Советы по коллекции Sealed","Saveti za zapečaćene kolekcije","密封收藏贴士","\u002Famiibo\u002Fsealed-tips","i-lucide-shield-check",[],{"id":489,"title":490,"url":499,"target":61,"icon":500,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":501},"2-5",{"de":491,"en":492,"es":493,"fr":494,"it":495,"ru":496,"sr":497,"zh":498},"Zustand & Bewertung","Condition & Grading","Estado & Graduación","État & Évaluation","Condizioni & Valutazione","Состояние & Оценка","Stanje & ocenjivanje","品相与分级","\u002Famiibo-library\u002Famiibo-condition-and-grading","i-lucide-badge-check",[],{"id":503,"title":504,"url":513,"target":61,"icon":514,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":515},"2-2",{"de":505,"en":506,"es":507,"fr":508,"it":509,"ru":510,"sr":511,"zh":512},"Ausgaben & Nachdrucke","Editions & Reprints","Ediciones & Reimpresiones","Éditions & Réimpressions","Edizioni & ristampe","Издания & переиздания","Izdanja & reizdanja","版本 & 重印","\u002Famiibo\u002Fcollecting\u002F","i-lucide-layers",[],{"id":517,"title":518,"url":527,"target":61,"icon":528,"isActive":14,"type":104,"productId":13,"categoryId":13,"shopCategoryId":13,"articleId":13,"pageId":13,"portfolioId":13,"children":529},"2-7",{"de":519,"en":520,"es":521,"fr":522,"it":523,"ru":524,"sr":525,"zh":526},"Nachdruck-Timeline","Reprint Timeline","Cronología de reimpresión","Chronologie des réimpressions","Cronologia ristampe","Хронология переизданий","Hronologija reprinta","重印时间轴","\u002Freference\u002Ftimelines\u002Famiibo-reprint-timeline","i-lucide-timer",[],{"statusCode":4,"data":531,"message":1552},{"id":532,"title":533,"slug":534,"content":535,"contentJson":536,"excerpt":1178,"featuredImage":1179,"featuredImageAlt":1180,"featuredImageCaption":13,"featuredImageTitle":13,"featuredImageCopyright":13,"featuredImageAuthor":13,"featuredImageSourceUrl":13,"featuredImageLicense":13,"featuredImageIsAiGenerated":719,"status":1181,"publishedAt":1182,"createdAt":1183,"updatedAt":1184,"seoLocalePaths":1185,"categories":1194,"author":1215,"translations":1219},"446","DirectX Is Becoming an ML Platform: What Linear Algebra and Neural Shaders Mean for Future Games","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","{\"time\":1790405124627,\"blocks\":[{\"id\":\"intro\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX is no longer only a graphics API that sends traditional shaders to the GPU. Microsoft is adding machine-learning primitives directly to HLSL and a second path for running larger ML graphs inside the DirectX ecosystem. That changes where neural rendering can live inside future PC games.\"},\"tunes\":{}},{\"id\":\"direct\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>DirectX is becoming an ML-capable graphics platform.\u003C\u002Fstrong> Small neural workloads can run directly inside shaders through DX Linear Algebra, while larger models are being targeted by the DirectX Compute Graph Compiler. The goal is to let game engines use GPU AI hardware without building a separate vendor-specific path for every technique.\"},\"tunes\":{}},{\"id\":\"status-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Current status\",\"body\":\"As of September 2026, \u003Cstrong>DX Linear Algebra is still a preview technology\u003C\u002Fstrong> in the Shader Model 6.10 \u002F Agility SDK preview path. Microsoft announced the DirectX Compute Graph Compiler for private preview rather than as a broadly shipping retail feature. This article explains the architecture and direction, not a claim that every current game can use it today.\"},\"tunes\":{}},{\"id\":\"toc\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"h-why\",\"type\":\"header\",\"data\":{\"text\":\"Why neural rendering needs new DirectX primitives\",\"level\":2},\"tunes\":{}},{\"id\":\"p-why-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Modern GPUs already contain specialized hardware for matrix operations used by machine learning. The problem for a game developer is not only whether that hardware exists, but how to access it efficiently from a real-time graphics pipeline.\"},\"tunes\":{}},{\"id\":\"p-why-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft first explored this with Cooperative Vector support. In 2026, that work evolved into a broader DirectX Linear Algebra design that supports both vector-matrix and matrix-matrix operations.\"},\"tunes\":{}},{\"id\":\"p-why-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That matters because different neural-rendering jobs have different shapes. A tiny model evaluating material behavior per pixel is not the same workload as a large super-resolution or denoising graph.\"},\"tunes\":{}},{\"id\":\"h-two-level\",\"type\":\"header\",\"data\":{\"text\":\"The Two-Level DirectX ML Model\",\"level\":2},\"tunes\":{}},{\"id\":\"two-level-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"Two ways ML can enter the DirectX graphics pipeline\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Shader-level ML\",\"description\":\"Small neural or linear-algebra workloads execute directly from HLSL alongside traditional shader code.\"},{\"label\":\"2. DX Linear Algebra\",\"description\":\"The shader can request hardware-accelerated vector and matrix operations instead of manually implementing every ML primitive.\"},{\"label\":\"3. Model-level ML\",\"description\":\"Larger neural networks are represented as complete computation graphs rather than hand-written shader fragments.\"},{\"label\":\"4. DirectX Compute Graph Compiler\",\"description\":\"Microsoft's planned compiler path analyzes and lowers those graphs into optimized GPU workloads integrated with D3D12 queues and command lists.\"}]},\"tunes\":{}},{\"id\":\"simple-diff\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The simple difference\",\"body\":\"\u003Cstrong>DX Linear Algebra:\u003C\u002Fstrong> put small ML math inside the shader.\u003Cbr>\u003Cstrong>Compute Graph Compiler:\u003C\u002Fstrong> bring a larger ML model into the engine as a graph.\"},\"tunes\":{}},{\"id\":\"h-linalg\",\"type\":\"header\",\"data\":{\"text\":\"What DX Linear Algebra actually gives a shader\",\"level\":2},\"tunes\":{}},{\"id\":\"p-linalg-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Traditional HLSL is built around graphics and compute operations. Neural workloads rely heavily on linear algebra: vectors, matrices, multiplication, accumulation and data layouts optimized for those operations.\"},\"tunes\":{}},{\"id\":\"p-linalg-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The Shader Model 6.10 preview adds first-class matrix APIs so developers can express those workloads more directly and let the driver map them to specialized hardware.\"},\"tunes\":{}},{\"id\":\"p-linalg-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's April 2026 preview explicitly describes this as a unified path for neural rendering, ML and image-processing workloads rather than a graphics-only feature.\"},\"tunes\":{}},{\"id\":\"math-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Traditional shader math vs ML-oriented shader math\",\"layout\":\"table\",\"columns\":[{\"id\":\"traditional\",\"label\":\"Traditional shader focus\"},{\"id\":\"ml\",\"label\":\"ML-oriented focus\"}],\"rows\":[{\"id\":\"work\",\"label\":\"Typical work\",\"values\":[\"\",\"\"]},{\"id\":\"hardware\",\"label\":\"Hardware path\",\"values\":[\"\",\"\"]},{\"id\":\"code\",\"label\":\"Developer expression\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-coop\",\"type\":\"header\",\"data\":{\"text\":\"Why Cooperative Vector was only the beginning\",\"level\":2},\"tunes\":{}},{\"id\":\"p-coop-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Cooperative Vector allowed shader threads to request vector-matrix work that drivers could map to specialized hardware. That was useful for highly parallel per-pixel workloads.\"},\"tunes\":{}},{\"id\":\"p-coop-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft later concluded that many important ML workloads need more than vector-matrix operations. Super resolution, denoising, temporal reconstruction, larger image models and general inference can require matrix-matrix operations and shared work across many threads.\"},\"tunes\":{}},{\"id\":\"p-coop-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"DX Linear Algebra therefore broadens the model instead of treating Cooperative Vector as the final abstraction.\"},\"tunes\":{}},{\"id\":\"h-usecases\",\"type\":\"header\",\"data\":{\"text\":\"What can actually run inside a shader?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-use-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The most interesting shader-level ML workloads are small enough to execute close to the graphics data they operate on.\"},\"tunes\":{}},{\"id\":\"usecases-table\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Workload\",\"Why shader-level ML fits\"],[\"Neural texture compression\",\"A small network can reconstruct texture information near the point where the shader needs it\"],[\"Neural material evaluation\",\"A learned function can replace or augment expensive hand-authored material math\"],[\"Neural radiance caching\",\"Per-pixel or local inference can estimate lighting information from learned scene behavior\"],[\"Small denoising\u002Freconstruction kernels\",\"ML operations can sit directly beside the rendering stage they improve\"],[\"Image-processing inference\",\"Matrix operations can be embedded into GPU processing without a separate external runtime\"]]},\"tunes\":{}},{\"id\":\"h-texture\",\"type\":\"header\",\"data\":{\"text\":\"Why this matters for texture memory\",\"level\":2},\"tunes\":{}},{\"id\":\"p-tex-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"One of Microsoft's recurring examples is neural texture compression.\"},\"tunes\":{}},{\"id\":\"p-tex-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Instead of storing every texture channel at conventional fidelity, a game can store a more compact representation and use a small neural network to reconstruct detail during rendering.\"},\"tunes\":{}},{\"id\":\"p-tex-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That trades some GPU inference work for lower storage or memory pressure. The exact benefit depends on the technique and hardware, but the architectural change is important: some visual detail can become computation instead of stored data.\"},\"tunes\":{}},{\"id\":\"ref-vram\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story\",\"title\":\"VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story\",\"excerpt\":\"A practical guide to VRAM capacity, residency budgets, working sets and why memory pressure is more complicated than one usage number.\",\"ctaLabel\":\"Read the VRAM guide\"},\"tunes\":{}},{\"id\":\"h-models\",\"type\":\"header\",\"data\":{\"text\":\"Why full models need a different path\",\"level\":2},\"tunes\":{}},{\"id\":\"p-models-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Hand-writing a few matrix operations in HLSL is practical for small neural functions. It becomes much less practical when the workload is a complete modern model with many layers, dependencies and intermediate tensors.\"},\"tunes\":{}},{\"id\":\"p-models-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's DirectX Compute Graph Compiler is designed for this larger class of workload.\"},\"tunes\":{}},{\"id\":\"p-models-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Instead of rewriting the model as custom shader code, the compiler can accept a computation graph, analyze the whole graph, plan memory, fuse operations and lower the result into GPU work that integrates with DirectX 12.\"},\"tunes\":{}},{\"id\":\"h-boundary\",\"type\":\"header\",\"data\":{\"text\":\"The Shader-or-Graph Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"boundary-table\",\"type\":\"comparison\",\"data\":{\"title\":\"When the ML workload belongs in HLSL vs a model compiler\",\"layout\":\"table\",\"columns\":[{\"id\":\"shader\",\"label\":\"Shader-level path\"},{\"id\":\"graph\",\"label\":\"Model-level path\"}],\"rows\":[{\"id\":\"size\",\"label\":\"Model size\",\"values\":[\"\",\"\"]},{\"id\":\"location\",\"label\":\"Execution style\",\"values\":[\"\",\"\"]},{\"id\":\"authoring\",\"label\":\"Authoring\",\"values\":[\"\",\"\"]},{\"id\":\"optimization\",\"label\":\"Optimization scope\",\"values\":[\"\",\"\"]},{\"id\":\"use\",\"label\":\"Typical use\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-crossvendor\",\"type\":\"header\",\"data\":{\"text\":\"Why cross-vendor support matters more than another AI feature\",\"level\":2},\"tunes\":{}},{\"id\":\"p-cross-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"AMD, Intel, NVIDIA and Qualcomm expose different GPU architectures and different forms of dedicated matrix acceleration.\"},\"tunes\":{}},{\"id\":\"p-cross-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"A DirectX abstraction gives Microsoft and the driver vendors a place to translate common HLSL or graph-level ML into the correct hardware path.\"},\"tunes\":{}},{\"id\":\"p-cross-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That does not make every GPU equally fast, but it can reduce the need for a game engine to implement a completely different neural-rendering API for every vendor.\"},\"tunes\":{}},{\"id\":\"portability-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Portability is the real platform story\",\"body\":\"The interesting part is not that DirectX can “run AI.” GPUs already could. The platform change is that \u003Cstrong>ML becomes expressible through a common graphics API and toolchain\u003C\u002Fstrong>.\"},\"tunes\":{}},{\"id\":\"h-support\",\"type\":\"header\",\"data\":{\"text\":\"What hardware supports the current preview?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-support-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The answer depends on the specific Linear Algebra operation and preview driver.\"},\"tunes\":{}},{\"id\":\"p-support-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's Agility SDK 1.721 preview support table lists LinAlg VectorAccumulate for AMD Radeon RX 9000 Series hardware, Intel Xe2-or-newer hardware through an upcoming driver, and NVIDIA RTX hardware through the supported preview path.\"},\"tunes\":{}},{\"id\":\"p-support-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is preview-era support, not a universal retail guarantee. Hardware and driver support can change before finalization.\"},\"tunes\":{}},{\"id\":\"h-infra\",\"type\":\"header\",\"data\":{\"text\":\"Neural rendering is becoming infrastructure\",\"level\":2},\"tunes\":{}},{\"id\":\"p-infra-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"DLSS, FSR and other neural graphics technologies are often discussed as branded features visible in a game's settings menu.\"},\"tunes\":{}},{\"id\":\"p-infra-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectX Linear Algebra points to a deeper change. The neural operation can become an internal implementation detail inside the renderer rather than a single optional post-processing feature.\"},\"tunes\":{}},{\"id\":\"p-infra-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"A developer could use ML for textures, materials, lighting, reconstruction or other local functions without exposing each one as a consumer-facing AI toggle.\"},\"tunes\":{}},{\"id\":\"ref-dlss5\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes\",\"title\":\"DLSS 5 Is Not Just Upscaling: What 3D-Guided Neural Rendering Actually Changes\",\"excerpt\":\"How neural rendering is moving beyond upscaling and generated frames into material and lighting reconstruction inside the graphics pipeline.\",\"ctaLabel\":\"Read the DLSS 5 neural-rendering guide\"},\"tunes\":{}},{\"id\":\"h-stack\",\"type\":\"header\",\"data\":{\"text\":\"The Neural Rendering Stack is becoming layered\",\"level\":2},\"tunes\":{}},{\"id\":\"stack-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"A possible future DirectX game pipeline\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"Traditional engine work\",\"description\":\"Simulation, geometry, visibility and base rendering remain standard engine responsibilities.\"},{\"label\":\"Inline neural shaders\",\"description\":\"Small learned functions reconstruct textures, materials or lighting inside HLSL.\"},{\"label\":\"Larger ML graphs\",\"description\":\"Full reconstruction or inference models execute through a graph-level DirectX path.\"},{\"label\":\"Vendor hardware mapping\",\"description\":\"Drivers map common DirectX operations onto the GPU's specialized AI and matrix units.\"},{\"label\":\"PIX visibility\",\"description\":\"Graphics and ML work can be profiled together instead of living in separate opaque runtimes.\"}]},\"tunes\":{}},{\"id\":\"h-pix\",\"type\":\"header\",\"data\":{\"text\":\"Why unified profiling matters\",\"level\":2},\"tunes\":{}},{\"id\":\"p-pix-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A neural workload that improves image quality can still damage a game if it unexpectedly consumes frame time, memory bandwidth or VRAM.\"},\"tunes\":{}},{\"id\":\"p-pix-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly includes unified PIX visibility as part of the Compute Graph Compiler direction. That matters because developers need to see graphics and ML work in the same frame capture.\"},\"tunes\":{}},{\"id\":\"p-pix-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"If neural rendering becomes infrastructure, it must be measurable like any other rendering stage.\"},\"tunes\":{}},{\"id\":\"h-not-everything\",\"type\":\"header\",\"data\":{\"text\":\"This does not mean every shader will become a neural network\",\"level\":2},\"tunes\":{}},{\"id\":\"p-not-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Traditional shader math remains efficient, deterministic and easy to reason about for many workloads.\"},\"tunes\":{}},{\"id\":\"p-not-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"A neural function makes sense when it can approximate or reconstruct something expensive more efficiently, compress data, or produce quality that would otherwise require too much conventional compute or memory.\"},\"tunes\":{}},{\"id\":\"p-not-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The right architecture will remain hybrid.\"},\"tunes\":{}},{\"id\":\"h-test\",\"type\":\"header\",\"data\":{\"text\":\"The Neural Shader Value Test\",\"level\":2},\"tunes\":{}},{\"id\":\"value-test\",\"type\":\"processFlow\",\"data\":{\"title\":\"When does putting ML into the rendering pipeline actually make sense?\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Identify the expensive traditional operation\",\"description\":\"What compute, bandwidth, memory or storage cost are you trying to replace?\"},{\"label\":\"2. Define the neural substitute\",\"description\":\"What can a small model reconstruct, predict or compress?\"},{\"label\":\"3. Measure inference cost\",\"description\":\"The ML model itself consumes GPU time, memory and bandwidth.\"},{\"label\":\"4. Measure quality stability\",\"description\":\"Look for temporal artifacts, reconstruction errors and failure cases.\"},{\"label\":\"5. Measure net savings\",\"description\":\"The technique is useful only if the avoided traditional cost is worth the added ML cost.\"},{\"label\":\"6. Test across vendors\",\"description\":\"A DirectX abstraction helps portability, but real hardware performance still differs.\"}]},\"tunes\":{}},{\"id\":\"h-gamers\",\"type\":\"header\",\"data\":{\"text\":\"What this means for gamers\",\"level\":2},\"tunes\":{}},{\"id\":\"p-gamers-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Gamers may never see a “DX Linear Algebra” switch in a graphics menu.\"},\"tunes\":{}},{\"id\":\"p-gamers-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The likely impact is indirect: smaller texture footprints, better lighting reconstruction, more efficient neural graphics, or new visual techniques that become practical because the engine can access matrix acceleration through a standard path.\"},\"tunes\":{}},{\"id\":\"p-gamers-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The feature is more important as infrastructure than as a brand.\"},\"tunes\":{}},{\"id\":\"h-change\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-change-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The biggest uncertainty is the final retail shape of these APIs. DX Linear Algebra remains in preview, and the Compute Graph Compiler has not yet reached broad retail availability.\"},\"tunes\":{}},{\"id\":\"p-change-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Final hardware support, API details, compiler behavior and engine adoption may change before these systems become normal shipping-game infrastructure.\"},\"tunes\":{}},{\"id\":\"p-change-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"If major engines adopt the abstractions directly, neural shaders could become much more common without individual game teams implementing every technique from scratch.\"},\"tunes\":{}},{\"id\":\"h-limit\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"p-limit-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article explains Microsoft's documented DirectX architecture and preview APIs. It does not claim that DX Linear Algebra currently improves performance in every game or that the Compute Graph Compiler is a finished retail product.\"},\"tunes\":{}},{\"id\":\"p-limit-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's examples describe capability and intended use. Real benefits depend on the model, engine integration, GPU architecture, drivers and workload.\"},\"tunes\":{}},{\"id\":\"h-conclusion\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"p-conc-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The important DirectX change is not another checkbox called AI.\"},\"tunes\":{}},{\"id\":\"p-conc-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"It is that machine-learning math is moving into the graphics programming model itself. Small neural functions can sit inside shaders, larger models can move toward graph-level compilation, and the same DirectX toolchain can expose those workloads across multiple GPU vendors.\"},\"tunes\":{}},{\"id\":\"p-conc-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is how neural rendering stops being one branded feature and starts becoming part of the rendering infrastructure.\"},\"tunes\":{}},{\"id\":\"h-faq\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"faq\",\"type\":\"faq\",\"data\":{\"title\":\"DirectX Linear Algebra and neural shaders\",\"items\":[{\"id\":\"faq1\",\"question\":\"What is DirectX Linear Algebra?\",\"answer\":\"It is a DirectX\u002FHLSL feature set for hardware-accelerated vector and matrix operations used by machine learning, neural rendering and image-processing workloads.\"},{\"id\":\"faq2\",\"question\":\"What is a neural shader?\",\"answer\":\"A useful plain-English description is a shader that includes a learned neural function or ML inference step as part of its graphics work.\"},{\"id\":\"faq3\",\"question\":\"Is DX Linear Algebra already a normal retail DirectX feature?\",\"answer\":\"As of September 2026 it remains in the Shader Model 6.10 \u002F Agility SDK preview path.\"},{\"id\":\"faq4\",\"question\":\"What is the DirectX Compute Graph Compiler?\",\"answer\":\"It is Microsoft's announced model-level ML compiler API intended to take larger computation graphs and lower them into optimized GPU workloads integrated with D3D12.\"},{\"id\":\"faq5\",\"question\":\"Why not run every ML model directly in HLSL?\",\"answer\":\"Small functions fit shader-level authoring well, while large models benefit from whole-graph optimization, memory planning and operator fusion.\"},{\"id\":\"faq6\",\"question\":\"Will this replace DLSS or FSR?\",\"answer\":\"Not directly. DirectX provides lower-level infrastructure that vendors and developers can use for neural graphics. Branded technologies can still implement their own models and integration strategies.\"}]},\"tunes\":{}},{\"id\":\"h-glossary\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"glossary\",\"type\":\"glossary\",\"data\":{\"title\":\"Key DirectX ML terms\",\"entries\":[{\"term\":\"DX Linear Algebra\",\"definition\":\"DirectX\u002FHLSL APIs for accelerated vector and matrix operations intended for neural rendering, ML and image-processing workloads.\",\"anchor\":\"dx-linear-algebra\"},{\"term\":\"Cooperative Vector\",\"definition\":\"An earlier DirectX approach for accelerated vector-matrix operations inside shaders that helped establish the shader-level neural-rendering path.\",\"anchor\":\"cooperative-vector\"},{\"term\":\"Shader Model 6.10\",\"definition\":\"The preview shader-model generation containing the current DirectX Linear Algebra matrix APIs.\",\"anchor\":\"shader-model-6-10\"},{\"term\":\"DirectX Compute Graph Compiler\",\"definition\":\"Microsoft's announced compiler API for optimizing and executing larger ML computation graphs as native DirectX GPU workloads.\",\"anchor\":\"compute-graph-compiler\"},{\"term\":\"Neural shader\",\"definition\":\"A practical term for a shader that performs learned inference or neural computation as part of graphics processing.\",\"anchor\":\"neural-shader\"},{\"term\":\"Shader-or-Graph Boundary\",\"definition\":\"A Figure Rocks model for deciding whether an ML workload belongs as small inline shader math or as a larger model-level computation graph.\",\"anchor\":\"shader-or-graph-boundary\"},{\"term\":\"Neural Shader Value Test\",\"definition\":\"A Figure Rocks workflow for deciding whether the traditional compute or memory cost avoided by a neural technique is worth its inference cost and quality trade-offs.\",\"anchor\":\"neural-shader-value-test\"}]},\"tunes\":{}},{\"id\":\"h-sources\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"src-ms-ml-era\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fevolving-directx-for-the-ml-era-on-windows\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Evolving DirectX for the ML Era on Windows\",\"description\":\"Official GDC 2026 architecture overview covering shader-level ML, DX Linear Algebra and the DirectX Compute Graph Compiler.\"}},\"tunes\":{}},{\"id\":\"src-ms-linalg\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fd3d12-linalg-preview\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — D3D12 LinAlg Matrix Preview\",\"description\":\"Official April 2026 preview explaining the unified Linear Algebra APIs, matrix operations and neural-rendering motivation.\"}},\"tunes\":{}},{\"id\":\"src-ms-agility721\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fannouncing-agilitysdk-721-preview-and-more-shader-model-6-10-features\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — Agility SDK 1.721 Preview\",\"description\":\"Official May 2026 release documenting Shader Model 6.10 Linear Algebra updates and preview hardware support.\"}},\"tunes\":{}},{\"id\":\"src-ms-gdc\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.microsoft.com\u002Fen-us\u002Fgames\u002Farticles\u002F2026\u002F03\u002Fgdc-2026-evolving-directx-for-ml-era-on-windows\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft Game Dev — GDC 2026: Evolving DirectX for the ML Era\",\"description\":\"Official Microsoft Game Dev summary explaining shader-level and model-level ML and the role of the Compute Graph Compiler.\"}},\"tunes\":{}},{\"id\":\"src-ms-coop\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fcooperative-vector\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"Microsoft DirectX — D3D12 Cooperative Vector\",\"description\":\"Official background on hardware-accelerated vector\u002Fmatrix operations and neural rendering directly from shader threads.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":537,"blocks":538,"version":1177},1790405124627,[539,545,553,560,567,573,578,583,588,593,613,620,625,630,635,640,667,672,677,682,687,692,697,721,726,731,736,741,750,755,760,765,770,775,808,813,818,823,828,834,839,844,849,854,859,864,869,874,882,887,908,913,918,923,928,933,938,943,948,953,977,982,987,992,997,1002,1007,1012,1017,1022,1027,1032,1037,1042,1047,1052,1057,1087,1092,1126,1131,1141,1150,1159,1168],{"id":540,"data":541,"type":543,"tunes":544},"intro",{"text":542},"DirectX is no longer only a graphics API that sends traditional shaders to the GPU. Microsoft is adding machine-learning primitives directly to HLSL and a second path for running larger ML graphs inside the DirectX ecosystem. That changes where neural rendering can live inside future PC games.","paragraph",{},{"id":546,"data":547,"type":551,"tunes":552},"direct",{"body":548,"title":549,"variant":550},"\u003Cstrong>DirectX is becoming an ML-capable graphics platform.\u003C\u002Fstrong> Small neural workloads can run directly inside shaders through DX Linear Algebra, while larger models are being targeted by the DirectX Compute Graph Compiler. The goal is to let game engines use GPU AI hardware without building a separate vendor-specific path for every technique.","Direct answer","info","callout",{},{"id":554,"data":555,"type":551,"tunes":559},"status-note",{"body":556,"title":557,"variant":558},"As of September 2026, \u003Cstrong>DX Linear Algebra is still a preview technology\u003C\u002Fstrong> in the Shader Model 6.10 \u002F Agility SDK preview path. Microsoft announced the DirectX Compute Graph Compiler for private preview rather than as a broadly shipping retail feature. This article explains the architecture and direction, not a claim that every current game can use it today.","Current status","note",{},{"id":561,"data":562,"type":565,"tunes":566},"toc",{"title":563,"maxLevel":564,"minLevel":46},"Contents",3,"tableOfContents",{},{"id":568,"data":569,"type":571,"tunes":572},"h-why",{"text":570,"level":46},"Why neural rendering needs new DirectX primitives","header",{},{"id":574,"data":575,"type":543,"tunes":577},"p-why-1",{"text":576},"Modern GPUs already contain specialized hardware for matrix operations used by machine learning. The problem for a game developer is not only whether that hardware exists, but how to access it efficiently from a real-time graphics pipeline.",{},{"id":579,"data":580,"type":543,"tunes":582},"p-why-2",{"text":581},"Microsoft first explored this with Cooperative Vector support. In 2026, that work evolved into a broader DirectX Linear Algebra design that supports both vector-matrix and matrix-matrix operations.",{},{"id":584,"data":585,"type":543,"tunes":587},"p-why-3",{"text":586},"That matters because different neural-rendering jobs have different shapes. A tiny model evaluating material behavior per pixel is not the same workload as a large super-resolution or denoising graph.",{},{"id":589,"data":590,"type":571,"tunes":592},"h-two-level",{"text":591,"level":46},"The Two-Level DirectX ML Model",{},{"id":594,"data":595,"type":611,"tunes":612},"two-level-flow",{"steps":596,"title":609,"orientation":610},[597,600,603,606],{"label":598,"description":599},"1. Shader-level ML","Small neural or linear-algebra workloads execute directly from HLSL alongside traditional shader code.",{"label":601,"description":602},"2. DX Linear Algebra","The shader can request hardware-accelerated vector and matrix operations instead of manually implementing every ML primitive.",{"label":604,"description":605},"3. Model-level ML","Larger neural networks are represented as complete computation graphs rather than hand-written shader fragments.",{"label":607,"description":608},"4. DirectX Compute Graph Compiler","Microsoft's planned compiler path analyzes and lowers those graphs into optimized GPU workloads integrated with D3D12 queues and command lists.","Two ways ML can enter the DirectX graphics pipeline","auto","processFlow",{},{"id":614,"data":615,"type":551,"tunes":619},"simple-diff",{"body":616,"title":617,"variant":618},"\u003Cstrong>DX Linear Algebra:\u003C\u002Fstrong> put small ML math inside the shader.\u003Cbr>\u003Cstrong>Compute Graph Compiler:\u003C\u002Fstrong> bring a larger ML model into the engine as a graph.","The simple difference","success",{},{"id":621,"data":622,"type":571,"tunes":624},"h-linalg",{"text":623,"level":46},"What DX Linear Algebra actually gives a shader",{},{"id":626,"data":627,"type":543,"tunes":629},"p-linalg-1",{"text":628},"Traditional HLSL is built around graphics and compute operations. Neural workloads rely heavily on linear algebra: vectors, matrices, multiplication, accumulation and data layouts optimized for those operations.",{},{"id":631,"data":632,"type":543,"tunes":634},"p-linalg-2",{"text":633},"The Shader Model 6.10 preview adds first-class matrix APIs so developers can express those workloads more directly and let the driver map them to specialized hardware.",{},{"id":636,"data":637,"type":543,"tunes":639},"p-linalg-3",{"text":638},"Microsoft's April 2026 preview explicitly describes this as a unified path for neural rendering, ML and image-processing workloads rather than a graphics-only feature.",{},{"id":641,"data":642,"type":665,"tunes":666},"math-table",{"rows":643,"title":656,"layout":657,"columns":658},[644,648,652],{"id":645,"label":646,"values":647},"work","Typical work",[12,12],{"id":649,"label":650,"values":651},"hardware","Hardware path",[12,12],{"id":653,"label":654,"values":655},"code","Developer expression",[12,12],"Traditional shader math vs ML-oriented shader math","table",[659,662],{"id":660,"label":661},"traditional","Traditional shader focus",{"id":663,"label":664},"ml","ML-oriented focus","comparison",{},{"id":668,"data":669,"type":571,"tunes":671},"h-coop",{"text":670,"level":46},"Why Cooperative Vector was only the beginning",{},{"id":673,"data":674,"type":543,"tunes":676},"p-coop-1",{"text":675},"Cooperative Vector allowed shader threads to request vector-matrix work that drivers could map to specialized hardware. That was useful for highly parallel per-pixel workloads.",{},{"id":678,"data":679,"type":543,"tunes":681},"p-coop-2",{"text":680},"Microsoft later concluded that many important ML workloads need more than vector-matrix operations. Super resolution, denoising, temporal reconstruction, larger image models and general inference can require matrix-matrix operations and shared work across many threads.",{},{"id":683,"data":684,"type":543,"tunes":686},"p-coop-3",{"text":685},"DX Linear Algebra therefore broadens the model instead of treating Cooperative Vector as the final abstraction.",{},{"id":688,"data":689,"type":571,"tunes":691},"h-usecases",{"text":690,"level":46},"What can actually run inside a shader?",{},{"id":693,"data":694,"type":543,"tunes":696},"p-use-1",{"text":695},"The most interesting shader-level ML workloads are small enough to execute close to the graphics data they operate on.",{},{"id":698,"data":699,"type":657,"tunes":720},"usecases-table",{"content":700,"stretched":719,"withHeadings":14},[701,704,707,710,713,716],[702,703],"Workload","Why shader-level ML fits",[705,706],"Neural texture compression","A small network can reconstruct texture information near the point where the shader needs it",[708,709],"Neural material evaluation","A learned function can replace or augment expensive hand-authored material math",[711,712],"Neural radiance caching","Per-pixel or local inference can estimate lighting information from learned scene behavior",[714,715],"Small denoising\u002Freconstruction kernels","ML operations can sit directly beside the rendering stage they improve",[717,718],"Image-processing inference","Matrix operations can be embedded into GPU processing without a separate external runtime",false,{},{"id":722,"data":723,"type":571,"tunes":725},"h-texture",{"text":724,"level":46},"Why this matters for texture memory",{},{"id":727,"data":728,"type":543,"tunes":730},"p-tex-1",{"text":729},"One of Microsoft's recurring examples is neural texture compression.",{},{"id":732,"data":733,"type":543,"tunes":735},"p-tex-2",{"text":734},"Instead of storing every texture channel at conventional fidelity, a game can store a more compact representation and use a small neural network to reconstruct detail during rendering.",{},{"id":737,"data":738,"type":543,"tunes":740},"p-tex-3",{"text":739},"That trades some GPU inference work for lower storage or memory pressure. The exact benefit depends on the technique and hardware, but the architectural change is important: some visual detail can become computation instead of stored data.",{},{"id":742,"data":743,"type":748,"tunes":749},"ref-vram",{"url":744,"title":745,"excerpt":746,"ctaLabel":747},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","A practical guide to VRAM capacity, residency budgets, working sets and why memory pressure is more complicated than one usage number.","Read the VRAM guide","referralArticle",{},{"id":751,"data":752,"type":571,"tunes":754},"h-models",{"text":753,"level":46},"Why full models need a different path",{},{"id":756,"data":757,"type":543,"tunes":759},"p-models-1",{"text":758},"Hand-writing a few matrix operations in HLSL is practical for small neural functions. It becomes much less practical when the workload is a complete modern model with many layers, dependencies and intermediate tensors.",{},{"id":761,"data":762,"type":543,"tunes":764},"p-models-2",{"text":763},"Microsoft's DirectX Compute Graph Compiler is designed for this larger class of workload.",{},{"id":766,"data":767,"type":543,"tunes":769},"p-models-3",{"text":768},"Instead of rewriting the model as custom shader code, the compiler can accept a computation graph, analyze the whole graph, plan memory, fuse operations and lower the result into GPU work that integrates with DirectX 12.",{},{"id":771,"data":772,"type":571,"tunes":774},"h-boundary",{"text":773,"level":46},"The Shader-or-Graph Boundary",{},{"id":776,"data":777,"type":665,"tunes":807},"boundary-table",{"rows":778,"title":799,"layout":657,"columns":800},[779,783,787,791,795],{"id":780,"label":781,"values":782},"size","Model size",[12,12],{"id":784,"label":785,"values":786},"location","Execution style",[12,12],{"id":788,"label":789,"values":790},"authoring","Authoring",[12,12],{"id":792,"label":793,"values":794},"optimization","Optimization scope",[12,12],{"id":796,"label":797,"values":798},"use","Typical use",[12,12],"When the ML workload belongs in HLSL vs a model compiler",[801,804],{"id":802,"label":803},"shader","Shader-level path",{"id":805,"label":806},"graph","Model-level path",{},{"id":809,"data":810,"type":571,"tunes":812},"h-crossvendor",{"text":811,"level":46},"Why cross-vendor support matters more than another AI feature",{},{"id":814,"data":815,"type":543,"tunes":817},"p-cross-1",{"text":816},"AMD, Intel, NVIDIA and Qualcomm expose different GPU architectures and different forms of dedicated matrix acceleration.",{},{"id":819,"data":820,"type":543,"tunes":822},"p-cross-2",{"text":821},"A DirectX abstraction gives Microsoft and the driver vendors a place to translate common HLSL or graph-level ML into the correct hardware path.",{},{"id":824,"data":825,"type":543,"tunes":827},"p-cross-3",{"text":826},"That does not make every GPU equally fast, but it can reduce the need for a game engine to implement a completely different neural-rendering API for every vendor.",{},{"id":829,"data":830,"type":551,"tunes":833},"portability-note",{"body":831,"title":832,"variant":558},"The interesting part is not that DirectX can “run AI.” GPUs already could. The platform change is that \u003Cstrong>ML becomes expressible through a common graphics API and toolchain\u003C\u002Fstrong>.","Portability is the real platform story",{},{"id":835,"data":836,"type":571,"tunes":838},"h-support",{"text":837,"level":46},"What hardware supports the current preview?",{},{"id":840,"data":841,"type":543,"tunes":843},"p-support-1",{"text":842},"The answer depends on the specific Linear Algebra operation and preview driver.",{},{"id":845,"data":846,"type":543,"tunes":848},"p-support-2",{"text":847},"Microsoft's Agility SDK 1.721 preview support table lists LinAlg VectorAccumulate for AMD Radeon RX 9000 Series hardware, Intel Xe2-or-newer hardware through an upcoming driver, and NVIDIA RTX hardware through the supported preview path.",{},{"id":850,"data":851,"type":543,"tunes":853},"p-support-3",{"text":852},"This is preview-era support, not a universal retail guarantee. Hardware and driver support can change before finalization.",{},{"id":855,"data":856,"type":571,"tunes":858},"h-infra",{"text":857,"level":46},"Neural rendering is becoming infrastructure",{},{"id":860,"data":861,"type":543,"tunes":863},"p-infra-1",{"text":862},"DLSS, FSR and other neural graphics technologies are often discussed as branded features visible in a game's settings menu.",{},{"id":865,"data":866,"type":543,"tunes":868},"p-infra-2",{"text":867},"DirectX Linear Algebra points to a deeper change. The neural operation can become an internal implementation detail inside the renderer rather than a single optional post-processing feature.",{},{"id":870,"data":871,"type":543,"tunes":873},"p-infra-3",{"text":872},"A developer could use ML for textures, materials, lighting, reconstruction or other local functions without exposing each one as a consumer-facing AI toggle.",{},{"id":875,"data":876,"type":748,"tunes":881},"ref-dlss5",{"url":877,"title":878,"excerpt":879,"ctaLabel":880},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fdlss-5-is-not-just-upscaling-what-3d-guided-neural-rendering-actually-changes","DLSS 5 Is Not Just Upscaling: What 3D-Guided Neural Rendering Actually Changes","How neural rendering is moving beyond upscaling and generated frames into material and lighting reconstruction inside the graphics pipeline.","Read the DLSS 5 neural-rendering guide",{},{"id":883,"data":884,"type":571,"tunes":886},"h-stack",{"text":885,"level":46},"The Neural Rendering Stack is becoming layered",{},{"id":888,"data":889,"type":611,"tunes":907},"stack-flow",{"steps":890,"title":906,"orientation":610},[891,894,897,900,903],{"label":892,"description":893},"Traditional engine work","Simulation, geometry, visibility and base rendering remain standard engine responsibilities.",{"label":895,"description":896},"Inline neural shaders","Small learned functions reconstruct textures, materials or lighting inside HLSL.",{"label":898,"description":899},"Larger ML graphs","Full reconstruction or inference models execute through a graph-level DirectX path.",{"label":901,"description":902},"Vendor hardware mapping","Drivers map common DirectX operations onto the GPU's specialized AI and matrix units.",{"label":904,"description":905},"PIX visibility","Graphics and ML work can be profiled together instead of living in separate opaque runtimes.","A possible future DirectX game pipeline",{},{"id":909,"data":910,"type":571,"tunes":912},"h-pix",{"text":911,"level":46},"Why unified profiling matters",{},{"id":914,"data":915,"type":543,"tunes":917},"p-pix-1",{"text":916},"A neural workload that improves image quality can still damage a game if it unexpectedly consumes frame time, memory bandwidth or VRAM.",{},{"id":919,"data":920,"type":543,"tunes":922},"p-pix-2",{"text":921},"Microsoft explicitly includes unified PIX visibility as part of the Compute Graph Compiler direction. That matters because developers need to see graphics and ML work in the same frame capture.",{},{"id":924,"data":925,"type":543,"tunes":927},"p-pix-3",{"text":926},"If neural rendering becomes infrastructure, it must be measurable like any other rendering stage.",{},{"id":929,"data":930,"type":571,"tunes":932},"h-not-everything",{"text":931,"level":46},"This does not mean every shader will become a neural network",{},{"id":934,"data":935,"type":543,"tunes":937},"p-not-1",{"text":936},"Traditional shader math remains efficient, deterministic and easy to reason about for many workloads.",{},{"id":939,"data":940,"type":543,"tunes":942},"p-not-2",{"text":941},"A neural function makes sense when it can approximate or reconstruct something expensive more efficiently, compress data, or produce quality that would otherwise require too much conventional compute or memory.",{},{"id":944,"data":945,"type":543,"tunes":947},"p-not-3",{"text":946},"The right architecture will remain hybrid.",{},{"id":949,"data":950,"type":571,"tunes":952},"h-test",{"text":951,"level":46},"The Neural Shader Value Test",{},{"id":954,"data":955,"type":611,"tunes":976},"value-test",{"steps":956,"title":975,"orientation":610},[957,960,963,966,969,972],{"label":958,"description":959},"1. Identify the expensive traditional operation","What compute, bandwidth, memory or storage cost are you trying to replace?",{"label":961,"description":962},"2. Define the neural substitute","What can a small model reconstruct, predict or compress?",{"label":964,"description":965},"3. Measure inference cost","The ML model itself consumes GPU time, memory and bandwidth.",{"label":967,"description":968},"4. Measure quality stability","Look for temporal artifacts, reconstruction errors and failure cases.",{"label":970,"description":971},"5. Measure net savings","The technique is useful only if the avoided traditional cost is worth the added ML cost.",{"label":973,"description":974},"6. Test across vendors","A DirectX abstraction helps portability, but real hardware performance still differs.","When does putting ML into the rendering pipeline actually make sense?",{},{"id":978,"data":979,"type":571,"tunes":981},"h-gamers",{"text":980,"level":46},"What this means for gamers",{},{"id":983,"data":984,"type":543,"tunes":986},"p-gamers-1",{"text":985},"Gamers may never see a “DX Linear Algebra” switch in a graphics menu.",{},{"id":988,"data":989,"type":543,"tunes":991},"p-gamers-2",{"text":990},"The likely impact is indirect: smaller texture footprints, better lighting reconstruction, more efficient neural graphics, or new visual techniques that become practical because the engine can access matrix acceleration through a standard path.",{},{"id":993,"data":994,"type":543,"tunes":996},"p-gamers-3",{"text":995},"The feature is more important as infrastructure than as a brand.",{},{"id":998,"data":999,"type":571,"tunes":1001},"h-change",{"text":1000,"level":46},"What would change this answer?",{},{"id":1003,"data":1004,"type":543,"tunes":1006},"p-change-1",{"text":1005},"The biggest uncertainty is the final retail shape of these APIs. DX Linear Algebra remains in preview, and the Compute Graph Compiler has not yet reached broad retail availability.",{},{"id":1008,"data":1009,"type":543,"tunes":1011},"p-change-2",{"text":1010},"Final hardware support, API details, compiler behavior and engine adoption may change before these systems become normal shipping-game infrastructure.",{},{"id":1013,"data":1014,"type":543,"tunes":1016},"p-change-3",{"text":1015},"If major engines adopt the abstractions directly, neural shaders could become much more common without individual game teams implementing every technique from scratch.",{},{"id":1018,"data":1019,"type":571,"tunes":1021},"h-limit",{"text":1020,"level":46},"Limitations",{},{"id":1023,"data":1024,"type":543,"tunes":1026},"p-limit-1",{"text":1025},"This article explains Microsoft's documented DirectX architecture and preview APIs. It does not claim that DX Linear Algebra currently improves performance in every game or that the Compute Graph Compiler is a finished retail product.",{},{"id":1028,"data":1029,"type":543,"tunes":1031},"p-limit-2",{"text":1030},"Microsoft's examples describe capability and intended use. Real benefits depend on the model, engine integration, GPU architecture, drivers and workload.",{},{"id":1033,"data":1034,"type":571,"tunes":1036},"h-conclusion",{"text":1035,"level":46},"Conclusion",{},{"id":1038,"data":1039,"type":543,"tunes":1041},"p-conc-1",{"text":1040},"The important DirectX change is not another checkbox called AI.",{},{"id":1043,"data":1044,"type":543,"tunes":1046},"p-conc-2",{"text":1045},"It is that machine-learning math is moving into the graphics programming model itself. Small neural functions can sit inside shaders, larger models can move toward graph-level compilation, and the same DirectX toolchain can expose those workloads across multiple GPU vendors.",{},{"id":1048,"data":1049,"type":543,"tunes":1051},"p-conc-3",{"text":1050},"That is how neural rendering stops being one branded feature and starts becoming part of the rendering infrastructure.",{},{"id":1053,"data":1054,"type":571,"tunes":1056},"h-faq",{"text":1055,"level":46},"FAQ",{},{"id":1058,"data":1059,"type":1058,"tunes":1086},"faq",{"items":1060,"title":1085},[1061,1065,1069,1073,1077,1081],{"id":1062,"answer":1063,"question":1064},"faq1","It is a DirectX\u002FHLSL feature set for hardware-accelerated vector and matrix operations used by machine learning, neural rendering and image-processing workloads.","What is DirectX Linear Algebra?",{"id":1066,"answer":1067,"question":1068},"faq2","A useful plain-English description is a shader that includes a learned neural function or ML inference step as part of its graphics work.","What is a neural shader?",{"id":1070,"answer":1071,"question":1072},"faq3","As of September 2026 it remains in the Shader Model 6.10 \u002F Agility SDK preview path.","Is DX Linear Algebra already a normal retail DirectX feature?",{"id":1074,"answer":1075,"question":1076},"faq4","It is Microsoft's announced model-level ML compiler API intended to take larger computation graphs and lower them into optimized GPU workloads integrated with D3D12.","What is the DirectX Compute Graph Compiler?",{"id":1078,"answer":1079,"question":1080},"faq5","Small functions fit shader-level authoring well, while large models benefit from whole-graph optimization, memory planning and operator fusion.","Why not run every ML model directly in HLSL?",{"id":1082,"answer":1083,"question":1084},"faq6","Not directly. DirectX provides lower-level infrastructure that vendors and developers can use for neural graphics. Branded technologies can still implement their own models and integration strategies.","Will this replace DLSS or FSR?","DirectX Linear Algebra and neural shaders",{},{"id":1088,"data":1089,"type":571,"tunes":1091},"h-glossary",{"text":1090,"level":46},"Glossary",{},{"id":1093,"data":1094,"type":1093,"tunes":1125},"glossary",{"title":1095,"entries":1096},"Key DirectX ML terms",[1097,1101,1105,1109,1113,1117,1121],{"term":1098,"anchor":1099,"definition":1100},"DX Linear Algebra","dx-linear-algebra","DirectX\u002FHLSL APIs for accelerated vector and matrix operations intended for neural rendering, ML and image-processing workloads.",{"term":1102,"anchor":1103,"definition":1104},"Cooperative Vector","cooperative-vector","An earlier DirectX approach for accelerated vector-matrix operations inside shaders that helped establish the shader-level neural-rendering path.",{"term":1106,"anchor":1107,"definition":1108},"Shader Model 6.10","shader-model-6-10","The preview shader-model generation containing the current DirectX Linear Algebra matrix APIs.",{"term":1110,"anchor":1111,"definition":1112},"DirectX Compute Graph Compiler","compute-graph-compiler","Microsoft's announced compiler API for optimizing and executing larger ML computation graphs as native DirectX GPU workloads.",{"term":1114,"anchor":1115,"definition":1116},"Neural shader","neural-shader","A practical term for a shader that performs learned inference or neural computation as part of graphics processing.",{"term":1118,"anchor":1119,"definition":1120},"Shader-or-Graph Boundary","shader-or-graph-boundary","A Figure Rocks model for deciding whether an ML workload belongs as small inline shader math or as a larger model-level computation graph.",{"term":1122,"anchor":1123,"definition":1124},"Neural Shader Value Test","neural-shader-value-test","A Figure Rocks workflow for deciding whether the traditional compute or memory cost avoided by a neural technique is worth its inference cost and quality trade-offs.",{},{"id":1127,"data":1128,"type":571,"tunes":1130},"h-sources",{"text":1129,"level":46},"Primary sources",{},{"id":1132,"data":1133,"type":1139,"tunes":1140},"src-ms-ml-era",{"link":1134,"meta":1135},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fevolving-directx-for-the-ml-era-on-windows\u002F",{"image":1136,"title":1137,"description":1138},{"url":12},"Microsoft DirectX — Evolving DirectX for the ML Era on Windows","Official GDC 2026 architecture overview covering shader-level ML, DX Linear Algebra and the DirectX Compute Graph Compiler.","linkTool",{},{"id":1142,"data":1143,"type":1139,"tunes":1149},"src-ms-linalg",{"link":1144,"meta":1145},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fd3d12-linalg-preview\u002F",{"image":1146,"title":1147,"description":1148},{"url":12},"Microsoft DirectX — D3D12 LinAlg Matrix Preview","Official April 2026 preview explaining the unified Linear Algebra APIs, matrix operations and neural-rendering motivation.",{},{"id":1151,"data":1152,"type":1139,"tunes":1158},"src-ms-agility721",{"link":1153,"meta":1154},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fannouncing-agilitysdk-721-preview-and-more-shader-model-6-10-features\u002F",{"image":1155,"title":1156,"description":1157},{"url":12},"Microsoft DirectX — Agility SDK 1.721 Preview","Official May 2026 release documenting Shader Model 6.10 Linear Algebra updates and preview hardware support.",{},{"id":1160,"data":1161,"type":1139,"tunes":1167},"src-ms-gdc",{"link":1162,"meta":1163},"https:\u002F\u002Fdeveloper.microsoft.com\u002Fen-us\u002Fgames\u002Farticles\u002F2026\u002F03\u002Fgdc-2026-evolving-directx-for-ml-era-on-windows\u002F",{"image":1164,"title":1165,"description":1166},{"url":12},"Microsoft Game Dev — GDC 2026: Evolving DirectX for the ML Era","Official Microsoft Game Dev summary explaining shader-level and model-level ML and the role of the Compute Graph Compiler.",{},{"id":1169,"data":1170,"type":1139,"tunes":1176},"src-ms-coop",{"link":1171,"meta":1172},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fcooperative-vector\u002F",{"image":1173,"title":1174,"description":1175},{"url":12},"Microsoft DirectX — D3D12 Cooperative Vector","Official background on hardware-accelerated vector\u002Fmatrix operations and neural rendering directly from shader threads.",{},"2.31.6","DirectX is moving beyond traditional graphics shaders. Microsoft is adding hardware-accelerated linear algebra directly to HLSL and a separate path for larger ML models, laying the foundation for neural textures, learned materials, neural lighting and other AI-driven rendering techniques.","\u002Fuploads\u002F2026\u002F09\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk.webp","directx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games-1790378019857-utigyk","PUBLISHED","2026-09-25T17:12:00.000Z","2026-09-25T23:12:37.728Z","2026-09-26T06:45:35.226Z",{"en":1186,"de":1187,"sr":1188,"es":1189,"fr":1190,"it":1191,"ru":1192,"zh":1193},"\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Fde\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Fsr\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Fes\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Ffr\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Fit\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Fru\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games","\u002Fzh\u002Fblog\u002Fdirectx-is-becoming-an-ml-platform-what-linear-algebra-and-neural-shaders-mean-for-future-games",[1195,1199,1203,1207,1211],{"id":1196,"name":1197,"slug":1198},251,"Blur and Persistence","blur-and-persistence",{"id":1200,"name":1201,"slug":1202},252,"Overdrive and Smearing","overdrive-and-smearing",{"id":1204,"name":1205,"slug":1206},253,"Refresh and Clarity","refresh-and-clarity",{"id":1208,"name":1209,"slug":1210},430,"Animal Crossing","animal-crossing",{"id":1212,"name":1213,"slug":1214},220,"Design That Serves Use","design-that-serves-use",{"id":282,"login":1216,"email":1217,"displayName":1218},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1220],{"lang":7,"title":533,"content":535,"contentJson":1221,"excerpt":1178},{"time":537,"blocks":1222,"version":1177},[1223,1226,1229,1232,1235,1238,1241,1244,1247,1250,1258,1261,1264,1267,1270,1273,1286,1289,1292,1295,1298,1301,1304,1314,1317,1320,1323,1326,1329,1332,1335,1338,1341,1344,1361,1364,1367,1370,1373,1376,1379,1382,1385,1388,1391,1394,1397,1400,1403,1406,1415,1418,1421,1424,1427,1430,1433,1436,1439,1442,1452,1455,1458,1461,1464,1467,1470,1473,1476,1479,1482,1485,1488,1491,1494,1497,1500,1510,1513,1524,1527,1532,1537,1542,1547],{"id":540,"data":1224,"type":543,"tunes":1225},{"text":542},{},{"id":546,"data":1227,"type":551,"tunes":1228},{"body":548,"title":549,"variant":550},{},{"id":554,"data":1230,"type":551,"tunes":1231},{"body":556,"title":557,"variant":558},{},{"id":561,"data":1233,"type":565,"tunes":1234},{"title":563,"maxLevel":564,"minLevel":46},{},{"id":568,"data":1236,"type":571,"tunes":1237},{"text":570,"level":46},{},{"id":574,"data":1239,"type":543,"tunes":1240},{"text":576},{},{"id":579,"data":1242,"type":543,"tunes":1243},{"text":581},{},{"id":584,"data":1245,"type":543,"tunes":1246},{"text":586},{},{"id":589,"data":1248,"type":571,"tunes":1249},{"text":591,"level":46},{},{"id":594,"data":1251,"type":611,"tunes":1257},{"steps":1252,"title":609,"orientation":610},[1253,1254,1255,1256],{"label":598,"description":599},{"label":601,"description":602},{"label":604,"description":605},{"label":607,"description":608},{},{"id":614,"data":1259,"type":551,"tunes":1260},{"body":616,"title":617,"variant":618},{},{"id":621,"data":1262,"type":571,"tunes":1263},{"text":623,"level":46},{},{"id":626,"data":1265,"type":543,"tunes":1266},{"text":628},{},{"id":631,"data":1268,"type":543,"tunes":1269},{"text":633},{},{"id":636,"data":1271,"type":543,"tunes":1272},{"text":638},{},{"id":641,"data":1274,"type":665,"tunes":1285},{"rows":1275,"title":656,"layout":657,"columns":1282},[1276,1278,1280],{"id":645,"label":646,"values":1277},[12,12],{"id":649,"label":650,"values":1279},[12,12],{"id":653,"label":654,"values":1281},[12,12],[1283,1284],{"id":660,"label":661},{"id":663,"label":664},{},{"id":668,"data":1287,"type":571,"tunes":1288},{"text":670,"level":46},{},{"id":673,"data":1290,"type":543,"tunes":1291},{"text":675},{},{"id":678,"data":1293,"type":543,"tunes":1294},{"text":680},{},{"id":683,"data":1296,"type":543,"tunes":1297},{"text":685},{},{"id":688,"data":1299,"type":571,"tunes":1300},{"text":690,"level":46},{},{"id":693,"data":1302,"type":543,"tunes":1303},{"text":695},{},{"id":698,"data":1305,"type":657,"tunes":1313},{"content":1306,"stretched":719,"withHeadings":14},[1307,1308,1309,1310,1311,1312],[702,703],[705,706],[708,709],[711,712],[714,715],[717,718],{},{"id":722,"data":1315,"type":571,"tunes":1316},{"text":724,"level":46},{},{"id":727,"data":1318,"type":543,"tunes":1319},{"text":729},{},{"id":732,"data":1321,"type":543,"tunes":1322},{"text":734},{},{"id":737,"data":1324,"type":543,"tunes":1325},{"text":739},{},{"id":742,"data":1327,"type":748,"tunes":1328},{"url":744,"title":745,"excerpt":746,"ctaLabel":747},{},{"id":751,"data":1330,"type":571,"tunes":1331},{"text":753,"level":46},{},{"id":756,"data":1333,"type":543,"tunes":1334},{"text":758},{},{"id":761,"data":1336,"type":543,"tunes":1337},{"text":763},{},{"id":766,"data":1339,"type":543,"tunes":1340},{"text":768},{},{"id":771,"data":1342,"type":571,"tunes":1343},{"text":773,"level":46},{},{"id":776,"data":1345,"type":665,"tunes":1360},{"rows":1346,"title":799,"layout":657,"columns":1357},[1347,1349,1351,1353,1355],{"id":780,"label":781,"values":1348},[12,12],{"id":784,"label":785,"values":1350},[12,12],{"id":788,"label":789,"values":1352},[12,12],{"id":792,"label":793,"values":1354},[12,12],{"id":796,"label":797,"values":1356},[12,12],[1358,1359],{"id":802,"label":803},{"id":805,"label":806},{},{"id":809,"data":1362,"type":571,"tunes":1363},{"text":811,"level":46},{},{"id":814,"data":1365,"type":543,"tunes":1366},{"text":816},{},{"id":819,"data":1368,"type":543,"tunes":1369},{"text":821},{},{"id":824,"data":1371,"type":543,"tunes":1372},{"text":826},{},{"id":829,"data":1374,"type":551,"tunes":1375},{"body":831,"title":832,"variant":558},{},{"id":835,"data":1377,"type":571,"tunes":1378},{"text":837,"level":46},{},{"id":840,"data":1380,"type":543,"tunes":1381},{"text":842},{},{"id":845,"data":1383,"type":543,"tunes":1384},{"text":847},{},{"id":850,"data":1386,"type":543,"tunes":1387},{"text":852},{},{"id":855,"data":1389,"type":571,"tunes":1390},{"text":857,"level":46},{},{"id":860,"data":1392,"type":543,"tunes":1393},{"text":862},{},{"id":865,"data":1395,"type":543,"tunes":1396},{"text":867},{},{"id":870,"data":1398,"type":543,"tunes":1399},{"text":872},{},{"id":875,"data":1401,"type":748,"tunes":1402},{"url":877,"title":878,"excerpt":879,"ctaLabel":880},{},{"id":883,"data":1404,"type":571,"tunes":1405},{"text":885,"level":46},{},{"id":888,"data":1407,"type":611,"tunes":1414},{"steps":1408,"title":906,"orientation":610},[1409,1410,1411,1412,1413],{"label":892,"description":893},{"label":895,"description":896},{"label":898,"description":899},{"label":901,"description":902},{"label":904,"description":905},{},{"id":909,"data":1416,"type":571,"tunes":1417},{"text":911,"level":46},{},{"id":914,"data":1419,"type":543,"tunes":1420},{"text":916},{},{"id":919,"data":1422,"type":543,"tunes":1423},{"text":921},{},{"id":924,"data":1425,"type":543,"tunes":1426},{"text":926},{},{"id":929,"data":1428,"type":571,"tunes":1429},{"text":931,"level":46},{},{"id":934,"data":1431,"type":543,"tunes":1432},{"text":936},{},{"id":939,"data":1434,"type":543,"tunes":1435},{"text":941},{},{"id":944,"data":1437,"type":543,"tunes":1438},{"text":946},{},{"id":949,"data":1440,"type":571,"tunes":1441},{"text":951,"level":46},{},{"id":954,"data":1443,"type":611,"tunes":1451},{"steps":1444,"title":975,"orientation":610},[1445,1446,1447,1448,1449,1450],{"label":958,"description":959},{"label":961,"description":962},{"label":964,"description":965},{"label":967,"description":968},{"label":970,"description":971},{"label":973,"description":974},{},{"id":978,"data":1453,"type":571,"tunes":1454},{"text":980,"level":46},{},{"id":983,"data":1456,"type":543,"tunes":1457},{"text":985},{},{"id":988,"data":1459,"type":543,"tunes":1460},{"text":990},{},{"id":993,"data":1462,"type":543,"tunes":1463},{"text":995},{},{"id":998,"data":1465,"type":571,"tunes":1466},{"text":1000,"level":46},{},{"id":1003,"data":1468,"type":543,"tunes":1469},{"text":1005},{},{"id":1008,"data":1471,"type":543,"tunes":1472},{"text":1010},{},{"id":1013,"data":1474,"type":543,"tunes":1475},{"text":1015},{},{"id":1018,"data":1477,"type":571,"tunes":1478},{"text":1020,"level":46},{},{"id":1023,"data":1480,"type":543,"tunes":1481},{"text":1025},{},{"id":1028,"data":1483,"type":543,"tunes":1484},{"text":1030},{},{"id":1033,"data":1486,"type":571,"tunes":1487},{"text":1035,"level":46},{},{"id":1038,"data":1489,"type":543,"tunes":1490},{"text":1040},{},{"id":1043,"data":1492,"type":543,"tunes":1493},{"text":1045},{},{"id":1048,"data":1495,"type":543,"tunes":1496},{"text":1050},{},{"id":1053,"data":1498,"type":571,"tunes":1499},{"text":1055,"level":46},{},{"id":1058,"data":1501,"type":1058,"tunes":1509},{"items":1502,"title":1085},[1503,1504,1505,1506,1507,1508],{"id":1062,"answer":1063,"question":1064},{"id":1066,"answer":1067,"question":1068},{"id":1070,"answer":1071,"question":1072},{"id":1074,"answer":1075,"question":1076},{"id":1078,"answer":1079,"question":1080},{"id":1082,"answer":1083,"question":1084},{},{"id":1088,"data":1511,"type":571,"tunes":1512},{"text":1090,"level":46},{},{"id":1093,"data":1514,"type":1093,"tunes":1523},{"title":1095,"entries":1515},[1516,1517,1518,1519,1520,1521,1522],{"term":1098,"anchor":1099,"definition":1100},{"term":1102,"anchor":1103,"definition":1104},{"term":1106,"anchor":1107,"definition":1108},{"term":1110,"anchor":1111,"definition":1112},{"term":1114,"anchor":1115,"definition":1116},{"term":1118,"anchor":1119,"definition":1120},{"term":1122,"anchor":1123,"definition":1124},{},{"id":1127,"data":1525,"type":571,"tunes":1526},{"text":1129,"level":46},{},{"id":1132,"data":1528,"type":1139,"tunes":1531},{"link":1134,"meta":1529},{"image":1530,"title":1137,"description":1138},{"url":12},{},{"id":1142,"data":1533,"type":1139,"tunes":1536},{"link":1144,"meta":1534},{"image":1535,"title":1147,"description":1148},{"url":12},{},{"id":1151,"data":1538,"type":1139,"tunes":1541},{"link":1153,"meta":1539},{"image":1540,"title":1156,"description":1157},{"url":12},{},{"id":1160,"data":1543,"type":1139,"tunes":1546},{"link":1162,"meta":1544},{"image":1545,"title":1165,"description":1166},{"url":12},{},{"id":1169,"data":1548,"type":1139,"tunes":1551},{"link":1171,"meta":1549},{"image":1550,"title":1174,"description":1175},{"url":12},{},"Post erfolgreich abgerufen",{"items":1554,"source":1628,"manualIds":1629,"manualMatchedIds":1630},[1555,1562,1568,1574,1580,1586,1592,1598,1604,1610,1617,1622],{"id":1556,"slug":1557,"title":1558,"excerpt":1559,"featuredImage":1560,"publishedAt":1561},"451","windows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration","Windows Auto SR Is Not DLSS: How NPU Upscaling Works Without Game Integration","Windows Auto SR can upscale supported games without DLSS, FSR or XeSS integration. Instead of running the reconstruction model inside the game on the GPU, Windows uses the NPU to rebuild a higher-resolution image from a lower-resolution render.","\u002Fuploads\u002F2026\u002F09\u002Fwindows-auto-sr-is-not-dlss-how-npu-upscaling-works-without-game-integration-1790406942266-77ihme.webp","2026-09-26T03:14:00.000Z",{"id":1563,"slug":1564,"title":1565,"excerpt":1566,"featuredImage":13,"publishedAt":1567},"416","cyrus","Cyrus","The Cyrus amiibo belongs to the Animal Crossing amiibo figure line released during the period when Nintendo expanded the series into physical NFC figures. It functions as a bridge between the plastic figure and supported Nintendo games. When scanned, the character stored in the NFC chip becomes accessible inside the game. The practical value of the figure lies in enabling Cyrus related interactions and content that otherwise remain hidden or harder to reach.","2026-03-06T08:32:00.000Z",{"id":1569,"slug":1570,"title":1571,"excerpt":1572,"featuredImage":13,"publishedAt":1573},"399","beyond-scanning-creative-uses-and-modifications-of-amiibo","Beyond Scanning – Creative Uses and Modifications of amiibo\"","amiibo are NFC-equipped character figures released by Nintendo since 2014. Technically, they are small data carriers inside molded plastic figures. In practice, they sit somewhere between toy, collectible, and interface device. Scanning them into a console is only one part of their life cycle. Observed over the years, many owners treat them as objects with their own creative potential.","2026-02-27T16:36:00.000Z",{"id":1575,"slug":1576,"title":1577,"excerpt":1578,"featuredImage":13,"publishedAt":1579},"394","k-k","K.K.","The K.K. amiibo from the Animal Crossing series represents the long-standing in-game musician known from multiple Nintendo titles. Within the Super Smash Bros. ecosystem, this figure functions as a read-only NFC character figure that unlocks specific music-related and character-based content depending on the compatible title. It is not programmable in the sense of storing user data independently; it transmits character data when scanned.","2026-02-23T00:35:00.000Z",{"id":1581,"slug":1582,"title":1583,"excerpt":1584,"featuredImage":13,"publishedAt":1585},"395","mabel","Mabel","The Mabel amiibo belongs to the Animal Crossing amiibo figure line. It represents the hedgehog tailor connected to the clothing shop that appears across the series. The figure does not introduce a new character. It transfers an established shop role into a scannable format for compatible Nintendo systems.","2026-02-23T01:58:00.000Z",{"id":1587,"slug":1588,"title":1589,"excerpt":1590,"featuredImage":13,"publishedAt":1591},"370","isabelle-73","Isabelle - number 73","The Isabelle amiibo from the Super Smash Bros. Series represents the Animal Crossing character as she appears in Super Smash Bros. Ultimate. As part of the Smash line, its primary added value lies in functionality within compatible games, especially through fighter data storage and character-related unlocks. It is a functional NFC figure, not a decorative object with hidden mechanics. The technology inside allows data interaction where supported.","2026-02-22T15:25:00.000Z",{"id":1593,"slug":1594,"title":1595,"excerpt":1596,"featuredImage":13,"publishedAt":1597},"207","120hz-feels-worse-the-diagnosis-checklist-wrong-mode-vrr-range-caps","120Hz Feels Worse? Diagnosis Checklist (Wrong Mode, VRR Range, Caps)","Higher refresh can expose instability. Use this checklist to diagnose why 120Hz feels worse: wrong mode, wrong refresh path, VRR range issues, or missing caps.","2026-02-20T20:30:00.000Z",{"id":1599,"slug":1600,"title":1601,"excerpt":1602,"featuredImage":13,"publishedAt":1603},"241","overdrive-tuning-the-clean-way-to-reduce-blur-without-ghosting","Overdrive Tuning: The Clean Way to Reduce Blur Without Ghosting","Overdrive can improve clarity or add ugly halos. Use this simple method to pick the clean middle setting that reduces blur without ghosting artifacts.","2026-02-21T03:30:00.000Z",{"id":1605,"slug":1606,"title":1607,"excerpt":1608,"featuredImage":13,"publishedAt":1609},"423","kapp-n","Kapp’n","The Kapp’n amiibo belongs to the Animal Crossing amiibo figure line released during the first wave of figures connected to the series. Like other figures in that line, it carries a small NFC chip that links the physical object to several Nintendo games. Scanning the figure activates character-related content. The practical value of the figure sits mostly in the ability to call Kapp’n into supported titles and unlock small pieces of themed content connected to his role in the series.","2026-03-06T15:42:00.000Z",{"id":1611,"slug":1612,"title":1613,"excerpt":1614,"featuredImage":1615,"publishedAt":1616},"444","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","PUBG Ally Shows Why AI Teammates Need Two Brains: Fast Reflexes and Slow Reasoning","A language model can understand tactics and player intent, but it should not control every movement and combat reaction directly. PUBG Ally shows a more practical architecture: fast behavior-tree control for reflex actions, combined with a small language model for planning, coordination and natural conversation.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","2026-09-25T16:51:00.000Z",{"id":1618,"slug":1619,"title":1619,"excerpt":1620,"featuredImage":13,"publishedAt":1621},"417","Lottie","The Lottie amiibo belongs to the Animal Crossing amiibo figure line released during the early phase of Nintendo's amiibo program. It represents the small otter character known from the design office in Animal Crossing Happy Home Designer. Like other figures in this series, the object contains a small NFC chip. When scanned by compatible Nintendo systems, the figure links the character to in-game systems and unlocks small pieces of related content.","2026-03-06T12:48:00.000Z",{"id":1623,"slug":1624,"title":1625,"excerpt":1626,"featuredImage":13,"publishedAt":1627},"419","celeste","Celeste","The Celeste amiibo belongs to the Animal Crossing amiibo figure line released during the first wave of figures dedicated to the Animal Crossing universe. Like other figures in this collection, it functions as a small NFC carrier connected to Nintendo’s amiibo ecosystem. When scanned, the figure links the character Celeste to compatible games. The value of the amiibo lies mostly in enabling character appearances and small gameplay interactions that otherwise appear only under specific circumstances.","2026-03-06T14:42:00.000Z","fallback",[],[]]