TextureSetNeuralCompressionSample
Texture Set Neural Compression Sample
Install / Use
/learn @GameTechDev/TextureSetNeuralCompressionSampleREADME
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
- Microsoft Visual Studio 2022 or newer
- 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.
