Visual Studio 2013 Update 5

An update for Visual Studio 2013 is available for download as announced today on the Visual Studio blog.

Official KB article 3021976.

Compiler and CRT

The VS 2013 Update 5 includes a new version of the C++ compiler (18.00.40629.0). There’s no new C/C++ Runtime–it still uses CRT version 12.0.21005.1 from VS 2013 RTM–, but there are updated remote debugging tools packages.

Windows SDK: This includes the Windows 8.1 SDK Spring Update 2015 with DirectXMath 3.07. You can also download the standalone Windows 8.1 SDK Spring 2015 update..\

Windows 10: VS 2013 Update 5 will enable the Graphics Tools optional feature required to use the Direct3D debug device on Windows 10. See this post for details.

DirectX SDK: If you need to continue to make use of legacy DirectX SDK components such as D3DX9, D3DX10, D3DX11, or XAudio 2.7 with Visual Studio 2013, see MSDN for details on mixing the paths correctly. See also DirectX SDKs of a certain age, The Zombie DirectX SDK, Living without D3DX, DirectX SDK Tools Catalog, and DirectX SDK Samples Catalog

Related: Visual Studio 2013 RTM, VS 2013 Update 1, VS 2013 Update 2, VS 2013 Update 3, VS 2013 Update 4

Comments (2)

  1. ttim says:

    Hello Chuck, I was wondering why SSE3 is still a separate ext to the main DirectXMath header and co.?

    I came across it with an internal project of ours and we had erroneously thought that it had been included, oops on our part.  Steam hardware stats peg SSE3 at 99.9% support so… 🙂

    We plan on switching to UE 4 soon, but a cursory glance there also looks like they're using SSE2 only with their DirectXMath.h header as well.

  2. Officially only SSE and SSE2 are 'mandated' for x64 native, and for Windows 8.1 / Windows 10. SSE3 is very common, but as it turns out not all that useful for DirectXMath. SSE4.1 is really much more useful, and AVX even more so–particularly the VEX prefix–, but adoption there is far from 99%.

    Ideally games would build multiple EXEs: one for 'stock' x64 with SSE/SSE2, and another for AVX with /arch:AVX. In that world, I could make use of some more optimizations in DirectXMath as I do for the Xbox One platform, but it's very difficult to get publishers to sign off on doubling their number of supported EXEs for this.

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