D3d_feature_level //free\\ 【PC】
| Feature Level | Typical Hardware Era | Key Capabilities Added | |---------------|----------------------|------------------------| | 9_1, 9_2, 9_3 | DirectX 9.0 – 9.0c | Fixed-function pipeline, shader model 2.0 (9_3: SM 3.0), limited texture formats | | 10_0 | DirectX 10 (e.g., GeForce 8) | Geometry shaders, stream output, shader model 4.0 | | 10_1 | DirectX 10.1 | Cubemap arrays, independent blend modes per RT | | 11_0 | DirectX 11 (e.g., GeForce 400+) | Compute shaders, tessellation, shader model 5.0 | | 11_1 | DirectX 11.1 | Target-independent rasterization, UAVs at all stages | | 12_0 | DirectX 12 baseline | Resource binding tier 2, conservative rasterization (Tier 1) | | 12_1 | D3D12 feature level 1 | Conservative rasterization (Tier 3), rasterizer ordered views | | 12_2 | D3D12 Ultimate (e.g., RTX 20+, RDNA2) | DirectX Raytracing (DXR) Tier 1.1, Mesh shaders, Sampler Feedback |
A high-end game can check for 11_0 and, if not found, drop to 10_0 , disabling complex effects but still running. How to Use D3D_FEATURE_LEVEL in Direct3D 11/12 d3d_feature_level
A D3D_FEATURE_LEVEL is a classification used in Microsoft Direct3D (specifically Direct3D 10, 11, and 12) to define a strict set of GPU functional capabilities. It provides a standardized way for developers to target specific hardware capabilities without needing to query individual hardware features. | Feature Level | Typical Hardware Era |
It abstracts the specific hardware vendor (NVIDIA, AMD, Intel) into a standard set of features. It abstracts the specific hardware vendor (NVIDIA, AMD,

