# useDirect3D11

> Should Direct3D 11 be used when available?

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

> **Warning:**
>
> **Deprecated.** Use UnityEditor.PlayerSettings.SetGraphicsAPIs/GetGraphicsAPIs instead

```csharp
public static bool useDirect3D11 { get; set; }
```

### Remarks

Using DX11 enables more modern graphics features, like [Compute Shaders](/engine/6000.5/manual/materials-and-shaders/shaders/writing-custom/class-compute-shader.md), tessellation shaders and other shader model 4.0-5.0 features.

This flag is specific to Windows Editor, Standalone and Web Player builds.

When set to `true`, Unity will try to use the Direct3D 11 graphics API (which works on Windows Vista or later OS, and DX10+ level GPU). If that is not available (e.g. DX9 level GPU or Windows XP), Direct3D 9 will be used instead.

When set to `false`, Direct3D 9 API will be used.
