Microsoft Game Development Kit samples list

July 30, 2026 · View on GitHub

Categories

Following is a list of categories for the samples.

Audio

SampleDescriptionConsolePC
AdvancedSpatialSoundsThis sample demonstrates how use ISpatialAudioClient to playback both static and dynamic positional audio using Windows Sonic technologies in an Xbox title.
InGameChatThe InGameChat sample provides a working example of integrating the GameChat2 library into an Xbox title. It brings together the pieces needed to demonstrate in-title VOIP communications: GameChat, Multiplayer Sessions, and Peer Networking.
SimpleCustomAPOThis sample demonstrates how to play a wav file using XAudio2 on the Xbox using a custom xAPO effect.
SimplePlay3DSoundThis sample demonstrates how use XAudio2 and X3DAudio to playback positional audio on Xbox.
SimplePlaySoundThis sample demonstrates how to play a wav file using XAudio2 on the Xbox.
SimplePlaySoundStreamThis sample demonstrates how to stream a wav file using XAudio2 on the Xbox.
SimpleSpatialPlaySoundThis sample demonstrates how use ISpatialAudioClient to playback static audio with height channels using Windows Sonic technologies in an Xbox title.
SimpleWASAPICaptureThis sample demonstrates how to capture audio using WASAPI on Xbox.
SimpleWASAPIPlaySoundThis sample demonstrates how to play setup and play a simple sound (sine tone) to a WASAPI render endpoint on Xbox.

Graphics

SampleDescriptionConsolePC
AdvancedESRAMThis sample demonstrates the use of advanced DirectX 12.x memory features on Xbox One to effectively alias memory for Direct3D resources.
AdvancedLightingThis sample demonstrates different techniques to improve performance of deferred rendering with many lights.
AMDFidelityFX_CACAOThis sample demonstrates AMD's FidelityFX Combined Adaptive Compute Ambient Occlusion (CACAO) algorithm.
AMDFidelityFX_CASThis sample demonstrates AMD's FidelityFX Contrast Adaptive Sharpening (CAS) algorithm.
AMDFidelityFX_FSR3FrameInterpolationThis sample demonstrates AMD's FidelityFX FSR3 algorithm.
AMDFidelityFX_RTShadowDenoiserThis sample shows an implementation of the AMD's FidelityFX RT Shadow Denoiser applied against a basic implementation of DXR 1.0 Raytraced Shadows.
AMDFidelityFX_SuperResolutionThis sample demonstrates AMD's FidelityFX Super Resolution (FSR) algorithm.
AMDFidelityFX_VariableShadingThis sample demonstrates AMD's FidelityFX Variable Shading algorithm.
AntialiasingThis sample shows different antialiasing methods (SMAA, SMAA2x, and FXAA) on Xbox.
AutoRGBThis sample demonstrates how to extract a single, representative ambient color from a given scene and use it to light up lamps from connected devices (HID). Uses the LampArray api.
ComputeParticlesThis sample demonstrates how to use compute shaders and append buffers to perform a basic particle simulation and performantly render a silly number of particles.
DeferredParticlesThis DirectX 12 sample demonstrates a method for rendering lit smoke particles in either a forward or deferred fashion.
DirectStorageTextureShufflingThis sample demonstrates how to use DirectStorage swizzle modes together with shuffling (deinterleaving) the data of BC1, BC3, BC4 and BC5 textures in specific ways to improve ZLib compression.The sample consists of an offline tool to prepare the texture data, and runtime code with compute shaders to unshuffle the texture data.
DXRSimpleLightingThis sample demonstrates how diffuse lighting and animated cubes can be rendered with the DirectX Raytracing API on a Xbox Series X|S device.
DXRTriangleThis sample demonstrates the basic use of the DirectX Raytracing API on Xbox Series X|S and PC.
DynamicCubeMapThis sample demonstrates how to render the scene to a cubemap at runtime and then sample from the cubemap.
DynamicLODThis sample demonstrates how to leverage amplification shaders to do per-instance frustum culling and mesh level-of-detail (LOD) selection entirely on the GPU for an arbitrary number of instances on Xbox Series X|S and PC.
ExecuteIndirectThis sample demonstrates usage of DirectX 12's ExecuteIndirect API for asynchronously building rendering commands.
FastBlockCompressThis sample demonstrates how you can use DirectCompute to perform fast texture compression at run time to the BC1, BC3, and BC5 formats based on the classic Fast Block Compression algorithm on Xbox.
GeometricExpansionThis sample demonstrates the geometric expansion capabilities of mesh shaders for Xbox Series X|S and PC.
HDR10Switch a UHD TV into HDR mode and render a HDR10 scene with values higher than 1.0f, which will be displayed as brighter than white on a UHD TV using DirectX 12 on Xbox.
HDRCalibrationThis sample switches an HDR TV to HDR mode and then presents the user with several calibration options to adjust the visible detail in brights and darks, the overall brightness and color saturation of the image.
HDRDisplayMappingThis sample shows that even when rendering a HDR scene on a HDR capable TV, some tone mapping is still needed, referred to as 'HDR display mapping'.
HDRPrecisionThis sample demonstrates how precision and GPU performance are affected when using different formats and color spaces while rendering HDR on Xbox Series X|S.
HistogramCSThis sample demonstrates some performance considerations for Compute Shaders on Xbox.
HlslCompileThe sample compiles the same pixel shader in a number of different ways, to illustrate different options for PC-side asset build.
MeshletCullThis sample demonstrates how to leverage amplification shaders to cull meshlets against the camera using per-meshlet culling metadata on Xbox Series X|S and PC.
MeshletInstancingDemonstrates GPU instancing for DirectX 12 Mesh Shaders.
MP4ReaderThis sample shows how the Media Foundation Source Reader can be used to read a MP4 file which contains an H264 or HEVC video stream, and decode it using hardware acceleration on Xbox.
PipelinedPostprocessThis sample demonstrates how to overlap the postprocess phase of one frame with the beginning of the next frame, potentially achieving some performance benefit from parallelization.
PointSpritesDemonstrates ten methods of rendering point sprites in DirectX 12.
ShaderReflectThis sample demonstrates how you can access shader reflection information and how it relates to the root signature.
Simple120HzThis sample demonstrates the basics of rendering at several refresh rates on Xbox: 30Hz, 40Hz, 60Hz, and 120Hz.
SimpleHDRThis is a simple sample showing how to implement HDR on Xbox.
SimpleMeshletThis sample introduces the meshlet data structure and provides an example of rendering using meshlets on Xbox Series X|S and PC.
SimplePBRThis sample demonstrates physically based rendering (PBR) on Xbox using DirectX 12.
SmokeSimulationThis sample demonstrates how to use Compute Shader 6.0 and 3D textures to implement basic 3D Navier-Stokes flow simulation.
TemporalAntialiasingThis sample demonstrates how to implement Temporal Antialiasing (TAA), plus a series of other techniques which help improve the algoritm stability and fix some of its inherent issues.
VisibilityBufferDemonstrates a visibility buffer (deferred) rendering technique, making use of Mesh Shaders and HLSL 6.6 Dynamic Resources.
VisibilityBufferIndexReorderThis sample augments the VisibilityBuffer sample with a simple index buffer reordering to improve vertex shader performance on Xbox.

Handheld

SampleDescriptionConsolePC
HandheldBestPracticesThis sample demonstrates the best practices for running a title on handheld devices.

IntroGraphics

SampleDescriptionConsolePC
SimpleBezierThis sample demonstrates how to create hull and domain shaders to draw a tessellated Bezier surface representing a Mobius strip for DirectX 12 on Xbox.
SimpleComputeSimpleCompute shows how to use DirectCompute (i.e. Direct3D Compute Shader) for DirectX 12 on Xbox.
SimpleDeviceAndSwapChainThis sample demonstrates how to create a Direct3D 12 device and swap chain for an GameCore on Xbox title.
SimpleDynamicResourcesDemonstrates how to use HLSL Dynamic Resources in HLSL Shader Model 6.6. This sample is functionally identical to SimpleTexture, except resources are accessed directly through the heap using ResourceDescriptorHeap[] and SamplerDescriptorHeap[] in HLSL.
SimpleInstancingThis sample demonstrates how to use instancing with the Direct3D 12 API on Xbox.
SimpleLightingThis sample demonstrates how to create a static Direct3D 12 vertex, index, and constant buffer to draw indexed geometry lit by using static and dynamic Lambertian lighting on Xbox.
SimpleMeshShaderThis sample is a companion to the SimpleTriangle sample with the exception being that it uses Directx 12 Mesh Shaders.
SimpleMSAAThis sample implements an MSAA render target and depth/stencil buffer for a 3D scene using DirectX 12 on Xbox.
SimpleSamplerFeedbackSimple example of using DirectX 12 Sampler Feedback.
SimpleTextureThis sample implements an MSAA render target and depth/stencil buffer for a 3D scene using DirectX 12 on Xbox.
SimpleTriangleThis sample demonstrates how to create a static Direct3D 12 vertex buffer to render a triangle on screen on Xbox.
SimpleTriangleDesktopThis sample demonstrates how to create a static Direct3D 12 vertex buffer to render a triangle on screen.

Live

SampleDescriptionConsolePC
AchievementsThis sample demonstrates using the Title-Managed Achievements C-API provided by the Microsoft Game Development Kit.
DownloadableContentThis sample demonstrates how to implement enumeration and loading of downloadable content for Xbox LIVE services.
Fundamentals_DesktopThis sample demonstrates signing into Xbox Live and making a license check to ensure that the game is owned by the currently signed in user on PC.
GameHubThis sample demonstrates how to implement Franchise Game Hub.
InGameStoreThis sample demonstrates the client-based operations used in presenting and operating an in-game storefront.
LeaderboardsEventBasedThis sample demonstrates the usage of Xbox Live Leaderboards with Events-Based stats.
LeaderboardsTitleManagedThe leaderboards sample demonstrates the usage of Xbox Live Leaderboards with Title-Managed stats.
mDNSThis sample demonstrates using mDNS to register a game service and broadcasting it across your local network, as well as demonstrating network discovery and resolving on Xbox.
MicrosoftStoreServicesClientThis sample works with the Microsoft.StoreServices Sample and demonstrates the client side call pattern to do service-to-service auth with the Store Services
MsQuicEchoThis sample is to demonstrate how to implement MsQuic using a simple Echo Server as an example.
PlayFabGameSaveThis sample demonstrates how to use PlayFab Game Saves with the Microsoft Game Development Kit (GDK).
PlayFabLeaderboardsThis sample displays the data of the leaderboard registered in PlayFab Leaderboards (v2). As an option, a tool is provided to create PlayFab Leaderboards and write any number of player entities and scores to them.
PlayFabStoreThis sample demonstrates the client-based operations used in presenting and operating an in-game economy with PlayFab Economy v2.
SimpleCrossGenMPSDThis sample demonstrates how to use MPSD to implement sessions and matchmaking for both cross generation and single generation games.
SimpleHttpThis sample demonstrates using XCurl to make HTTP requests including adding the user token and signature to the headers for authenticated Xbox LIVE calls.
SimpleMPAThis sample demonstrates how to use the Multiplayer Activity Service for activities and invites.
SimpleWebSocketsThis sample demonstrates using LibHttpClient to connect, send, and receive messages to/from a host via Web Sockets.
SocialManagerThis sample demonstrates the Social Manager C-API provided by the Microsoft Gaming SDK (GDK).
TitleStorageThis sample demonstrates Title Storage API provided by the Microsoft Game Development Kit (GDK).

System

SampleDescriptionConsolePC
AccessibilitySampleThis sample demonstrates how to implement cross-platform accessibility features for a title.
AdvancedExceptionHandlingDemonstrates various ways that C++ and SEH exceptions can occur in Microsoft GDK titles including advanced scenarios.
AsynchronousProgrammingThis sample shows how to use XAsync, XTaskQueue, and XAsyncProvider to implement asynchronous programming and task handling in various ways.
CollisionThis sample demonstrates DirectXMath's collision types for simple bounding volume tests.
CustomEventProviderThis sample demonstrates how to use custom ETW event providers on Xbox.
DataBreakPointsThis sample shows how to create hardware data breakpoints that are useful for detecting different types of memory access on Xbox.
FrontPanelDemoFrontPanelDemo combines several samples into one executable and then ties together the functionality with a menu system all hosted entirely on the Xbox DevKit front panel.
FrontPanelDolphinFrontPanelDolphin demonstrates how to use the GPU to render to the Xbox DevKit FrontPanel.
FrontPanelGameFrontPanelGame is the classic 'snake game' implemented completely on the Xbox DevKit Front Panel.
FrontPanelLogoThis sample provides some starting code to help you render an image the Xbox Devkit front panel display using a standard image format.
FrontPanelTextThe FrontPanelText sample demonstrates how to use the CPU to draw text on the Xbox Devkit Front Panel Display.
GameInputInterfacingThis sample demonstrates how to effectively interface and read inputs from a gamepad, arcade sticks, racing wheels, and more in the Microsoft GDK.
GameInputSequentialThis sample demonstrates how to read inputs sequentially from a gamepad using GameInput.
GamepadThis sample demonstrates how to read inputs from a gamepad on Xbox.
GamepadKeyboardMouseThis sample demonstrates how to read and process inputs from gamepad, mouse, and keyboard using GameInput.
GamepadVibrationThis sample demonstrates how to use vibration with a gamepad on an Xbox.
GameSaveComboThis sample demonstrates the use of the XGameSave APIs to save and load game save data on Xbox.
GameSaveFilesComboThis sample demonstrates the use of the XGameSaveFiles APIs to access folders on Xbox.
HapticsThis sample demonstrates Advanced Haptics APIs.
IntelligentDeliveryThis sample demonstrates Intelligent Delivery APIs.
LightingThis sample shows how to use the LampArray API.
LocalStorageThis sample shows how to use different local storage locations in a title for both Xbox and PC platforms.
ModernGamerTagThis sample demonstrates the use of a Glyph cache that can be used to store and render strings to a screen on Xbox.
MouseInputThis sample demonstrates how to implement mouse controls with GameInput.
MultiExecutablePackageThis sample demonstrates how to manage multiple projects, dlls, and utility processes within a single solution.
MultiPackageThis sample demonstrates how to manage multiple packages that are capable of launching between each other.
NLSAndLocalizationThis sample demonstrates how to localize package manifest as well as in-title resources. It also demonstrate usage of the NLS APIs on Xbox.
PIXCircularCaptureComboThis sample shows how to use the PIX[Begin/End]Capture APIs to implement a circular buffer of captures.
SimpleDirectStorageComboDemonstrates several ways to use DirectStorage on Xbox Series X|S, Desktop, and Xbox One. DirectStorage on Xbox One is handled through an emulation layer
SimpleExceptionHandlingDemonstrates various ways that C++ and SEH exceptions can occur in Microsoft GDK titles.
SimpleFFBWheelThis sample demonstrates how to use a force feedback steering wheel in the Microsoft GDK.
SimpleFrontPanelThe SimpleFrontPanel sample demonstrates the API covering the basic functionality that you will need to get started programming for the Xbox DevKit Front Panel.
SimpleMultiExePackageThis sample demonstrates how to manage multiple projects with executables within a single solution.
SimplePLMThis sample shows the behavior of the Process Lifetime Management (PLM) events on Xbox.
SimpleUserModelThis sample shows how to use the new Simple User Model introduced with the Microsoft Game Development Kit (April 2021).
SystemInfoThis sample demonstrates a number of APIs for querying system information and hardware capabilities.
UserManagementThis sample demonstrates user management with gamepad association for both single-user and multi-user scenarios on Xbox.

Tools

SampleDescriptionConsolePC
BWOIExampleThis example demonstrates a method for building MSBuild-based projects using the Gaming.*.x64 platforms without having the Microsoft GDK installed.
CMakeExampleThis is an example of using the CMake cross-platform build system to build an executable with the Microsoft Game Development Kit via the Ninja generator.
CMakeGDKExampleThis is an example of using the CMake cross-platform build system to build an executable with the Microsoft Game Development Kit via the Visual Studio generator.
CMakeXboxConsoleAppThis is an example of using the CMake cross-platform build system to produce a 'Win32 console' application that can be executed on the Xbox hardware using the Microsoft GDK.
DumpToolDumpTool runs in the Xbox Game OS and generates a crash dump for another process that you specify by name as an argument to the tool.
MeshletConverterThe meshlet converter is a command line tool for use on PC.
PlayInputMacroThis tool allows play back of recorded XBOM macros to a console from the command line.
RemoteIterationToolsSampleA WPF sample application demonstrating how to use the Remote Iteration Client API
WPAProfilesThese are WPA profiles for the Windows Performance Analyzer tool.
xbcompressThis samples demonstrates the Compression API introduced with Windows 8 which is supported for all Gaming.*.x64 platforms.
xbdependsThis is a command-line for Windows 10 machines intended to help diagnose build and launch issues for GDKX titles.
xbgamepadThis testing tool forwards XINPUT gamepad input on PC to a Xbox console.
xtexconvThis sample is a PC side command-line tool which extends the standard TexConv command-line tool for texture conversion and preparation to support Xbox offline texture tiling for use with the CreatePlacedResourceX APIs in DirectX 12.X.

Unity

SampleDescriptionConsolePC
HandheldHelperHelper project for UnityHandheldBestPractices.
UnityAchievementsThis sample demonstrates using the Title-Managed Achievements C# API provided by the Unity GDK Wrapper.
UnityHandheldBestPracticesThis sample demonstrates the best practices for running a title on handheld devices in Unity.
UnityInGameStoreThis sample demonstrates the client-based operations used in presenting and operating an in-game storefront in Unity.
UnityLeaderboardsTitleManagedThe leaderboards sample demonstrates the usage of Xbox Live Leaderboards with Title-Managed stats in Unity.
UnitySimpleHttpCallThis sample demonstrates usage of Xbox Live Http Calls using Unity.
UnitySimpleMPSDThis sample demonstrates how to use MPSD to implement sessions and matchmaking for Unity games.
UnitySimplePLMThis sample shows behavior of the Process Lifetime Management (PLM) events on Xbox in Unity.
UnitySimpleWebSocketsThis sample demonstrates usage of Http Client Web Sockets using the Unity game engine.
UnitySocialManagerThis sample demonstrates usage of Xbox Live Social Manager using the Unity game engine.

xCloud

SampleDescriptionConsolePC
CloudVariableReplacementThis sample demonstrates how to alter the state of the touch adaptation kit from within a game.
CustomResolutionThis sample demonstrates how to change rendering resolution and set streaming resolution to match streaming client characteristics.
SimpleCloudAwareSampleThis sample demonstrates how to detect game streaming clients, change onscreen control layouts, and read touch points.