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GameTechDev/TextureSetNeuralCompressionSample

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Intel® Texture Set Neural Compression

Sample Overview

This repository contains the source code for a sample application that demonstrates the use of Cooperative Vectors, a new feature introduced in DirectX 12. This feature enables standardized, cross-vendor access to hardware-accelerated matrix multiplication units.

The demo was presented at the Game Developers Conference (GDC) 2025, as part of the Advanced Graphics Summit sessions.

You can find some additional informations here.

Getting Started

Prerequisites

  • A GPU that supports DirectX 12 Cooperative Vectors, such as:
    • Intel® Graphics LunarLake (or newer)
    • Intel® Arc B-Series Graphics Cards (or newer)
  • A driver that supports DirectX 12 Cooperative Vectors (or newer)
  • Enable Windows Developer Mode
  • Compiler with C++20 support
  • CMake 3.8 or newer

Clone repository

git clone https://github.com/GameTechDev/TextureSetNeuralCompressionSample.git cd TextureSetNeuralCompressionSample

Install dependencies

Download the Microsoft® DirectX 12 Agility SDK version 717 (preview or later) and the Microsoft® DirectX Compiler version 8.2502.8 (or later). You can do this manually or run the dependencies.bat script to automatically download and install the required dependencies.

Build

mkdir build cd build cmake .. -DDX12_SDK_VERSION=717 cmake --build . --config Release

Run the sample

The sample executable is called dino_danger. You can run it from the Microsoft Visual Studio 2022 IDE or via the command line:

cd output/bin/Release dino_danger.exe --data-dir ../../..

You can also get more info about the command line options by running:

dino_danger.exe --help --data-dir Location of the resource folders. --adapter-id Integer that allows to pick the desired GPU [-1 = Largest VRAM, >= 0 System adapter ID]. --poi Integer that allows to pick the initial camera location. --disable-coop Disable cooperative vector usage at launch. --disable-animation Disable mesh animation at launch. --rendering-mode Pick the rendering mode [0 = Material, 1 = GBuffer, 2 = Debug]. --texture-mode Pick the texture mode [0 = Uncompressed, 1 = BC6, 2 = Neural]. --filtering-mode Pick the filtering mode [0 = Nearest, 1 = Linear, 2 = Anisotropic].

License

Intel® Texture Set Neural Compression Sample is licensed under the MIT License.

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