D3d_feature_level [portable] Jun 2026
| Feature Level | Description | Direct3D API Support | | :--- | :--- | :--- | | | Direct3D 9 class hardware. These levels map capabilities of older GPUs (like Shader Model 2.0/3.0) to the modern API runtime. | D3D11, D3D12* | | 10_0 | Direct3D 10 class hardware. Introduces Geometry Shaders and Stream Output. | D3D11, D3D12* | | 10_1 | Direct3D 10.1 class hardware. Improved blending and anti-aliasing capabilities. | D3D11, D3D12* | | 11_0 | Direct3D 11 class hardware. Introduces Hull, Domain, and Compute Shaders; Tessellation. | D3D11, D3D12 | | 11_1 | Direct3D 11.1 class hardware. Introduces Logical Blend Operations and Target-Independent Rasterization. | D3D11, D3D12 | | 12_0 | Direct3D 12 class hardware. Conservative Rasterization, high-volume resources. | D3D12 | | 12_1 | Direct3D 12 class hardware. Adds ROVs (Rasterizer Ordered Views) and VPRT (Viewport Array Support). | D3D12 |
D3D_FEATURE_LEVEL featureLevel; const D3D_FEATURE_LEVEL featureLevels[] = D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, ; ID3D11Device* device = nullptr; ID3D11DeviceContext* context = nullptr; HRESULT hr = D3D11CreateDevice( nullptr, // Adapter D3D_DRIVER_TYPE_HARDWARE, // Driver Type nullptr, // Software Rasterizer 0, // Flags featureLevels, // Feature Level Array 3, // Number of Levels D3D11_SDK_VERSION, // SDK Version &device, // Output Device &featureLevel, // Output Chosen Level &context // Output Context ); Use code with caution. d3d_feature_level
As a game developer, you're likely familiar with the concept of feature levels in Direct3D (D3D). In this post, we'll dive into the world of D3D feature levels, exploring what they are, why they're important, and how to work with them. | Feature Level | Description | Direct3D API
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