Microsoft just posted a blog post previewing the new DirectX 12 features, including DirectX Raytracing tier 1.1, Mesh Shader, and Sampler Feedback.
For DXR tier 1.1, Microsoft has worked with GPU vendors and game developers to implement these new additions:
- Support for adding extra shaders to an existing Raytracing PSO
- Support ExecuteIndirect for Raytracing, which enables adaptive algorithms where the number of rays is decided on the GPU execution timeline.
- Introduce Inline Raytracing, which provides more direct control of the ray traversal algorithm and shader scheduling
Microsoft also introduces the DirectX Mesh Shader, described as "the next generation of GPU geometry processing capability, replacing the current input assembler, vertex shader, hull shader, tessellator, domain shader, and geometry shader stages."
View the rest of the preview, including details on Mesh Shaders, Texture Streaming, and more in the blog post at https://devblogs.microsoft.com/directx/dev-preview-of-new-directx-12-features/.