Opacity Micromaps optimize alpha-tested geometry by storing pre-computed opacity data, eliminating redundant ray-geometry intersection tests. This results in a significant performance boost, with Microsoft claiming up to a 2.3x improvement in path-traced games. Shader Execution Reordering, on the other hand, enhances GPU efficiency by dynamically grouping shader invocations with similar execution paths, reducing thread divergence—a long-standing challenge in ray tracing workloads. In some scenarios, SER could make DXR 1.2 up to twice as fast as its predecessor. Of course, these innovations and features require specific hardware support, and while NVIDIA has announced driver support across its GeForce RTX GPUs, Microsoft is working with other hardware manufacturers like AMD, Intel, and Qualcomm to ensure broad adoption.
In addition to DXR 1.2, Microsoft’s Shader Model 6.9 introduces cooperative vectors, a hardware acceleration architecture that boosts matrix computation performance. This feature enables a 10x speedup in neural texture compression and reduces memory footprint by up to 75% compared to traditional methods. By combining path tracing with neural denoising algorithms, this advancement could make computationally intensive graphics more accessible to mid-range consumer hardware by late 2025. Intel, AMD, and NVIDIA have already demonstrated implementations of this technology.
Despite the technical promise of these advancements, the Agility SDK preview release is scheduled for April 2025, meaning developers will have to wait a few more months before these features can be fully integrated. Of course, wide adoption will take time, and we won't see these features in games before late this year or early next year, but they will surely bring impressive graphics to future games.