| | https://www.amd.com/en.html |
|
GPUOpen
| https://gpuopen.com/ |
| | https://www.zhihu.com/org/gpuopen-7 |
| | https://discord.gg/amd-dev |
| | https://twitter.com/gpuopen |
| | https://mastodon.gamedev.place/@gpuopen |
| | https://bsky.app/profile/gpuopen.bsky.social |
| | https://www.youtube.com/playlist?list=PLx15eYqzJifdT1M-vOTz74fwdqHIlMrVc |
| | https://gpuopen.com/feed.xml |
| AMD FSR SDK | https://gpuopen.com/amd-fsr-sdk/ |
| AMD FSR Upscaling | https://gpuopen.com/amd-fsr-upscaling/ |
| AMD FSR Frame Generation | https://gpuopen.com/amd-fsr-framegeneration/ |
| AMD FSR Ray Regeneration | https://gpuopen.com/amd-fsr-rayregeneration/ |
| AMD FSR Radiance Caching | https://gpuopen.com/amd-fsr-radiancecaching/ |
| Super Resolution 3 (FSR 3) | https://gpuopen.com/fidelityfx-super-resolution-3/ |
| Super Resolution 2 (FSR 2) | https://gpuopen.com/fidelityfx-superresolution-2/ |
| Super Resolution 1 (FSR 1) | https://gpuopen.com/fidelityfx-superresolution/ |
| AMD FidelityFX SDK v1 | https://gpuopen.com/amd-fidelityfx-sdk-1/ |
| Blur | https://gpuopen.com/fidelityfx-blur/ |
| Breadcrumbs library | https://gpuopen.com/fidelityfx-breadcrumbs/ |
| Brixelizer/GI | https://gpuopen.com/fidelityfx-brixelizer/ |
| Ambient Occlusion (CACAO) | https://gpuopen.com/fidelityfx-cacao/ |
| Contrast Adaptive Sharpening (CAS) | https://gpuopen.com/fidelityfx-cas/ |
| Denoiser | https://gpuopen.com/fidelityfx-denoiser/ |
| Depth of Field (DoF) | https://gpuopen.com/fidelityfx-dof/ |
| Lens | https://gpuopen.com/fidelityfx-lens/ |
| HDR Mapper (LPM) | https://gpuopen.com/fidelityfx-lpm/ |
| Parallel Sort | https://gpuopen.com/fidelityfx-parallel-sort/ |
| Downsampler (SPD) | https://gpuopen.com/fidelityfx-spd/ |
| Screen Space Reflections (SSSR) | https://gpuopen.com/fidelityfx-sssr/ |
| Variable Shading | https://gpuopen.com/fidelityfx-variable-shading/ |
| TressFX | https://gpuopen.com/tressfx/ |
| Developer testimonials | https://gpuopen.com/fidelityfx-testimonials/ |
| FidelityFX Naming Guidelines | https://gpuopen.com/fidelityfx-naming-guidelines/ |
| Cauldron Framework | https://gpuopen.com/fidelityfx-cauldron-framework/ |
| AMD FSR Naming Guidelines | https://gpuopen.com/amd-fsr-naming-guidelines/ |
| Hybrid Shadows | https://gpuopen.com/fidelityfx-hybrid-shadows/ |
| Hybrid Stochastic Reflections | https://gpuopen.com/fidelityfx-hybrid-reflections/ |
| What Tools Do We Have? | https://gpuopen.com/tools/ |
| Radeon™ GPU Detective | https://gpuopen.com/radeon-gpu-detective/ |
| Radeon™ Raytracing Analyzer | https://gpuopen.com/radeon-raytracing-analyzer/ |
| Radeon™ GPU Profiler | https://gpuopen.com/rgp/ |
| Radeon™ GPU Analyzer | https://gpuopen.com/rga/ |
| Radeon™ Memory Visualizer | https://gpuopen.com/rmv/ |
| Radeon™ Developer Panel | https://gpuopen.com/rdp/ |
| GPU Reshape | https://gpuopen.com/gpu-reshape/ |
| Compressonator | https://gpuopen.com/compressonator/ |
| Frame Latency Meter | https://gpuopen.com/flm/ |
| OCAT | https://gpuopen.com/ocat/ |
| What SDKs Do We Have? | https://gpuopen.com/sdks/ |
| AMD Radeon Anti-Lag 2 SDK | https://gpuopen.com/anti-lag-2/ |
| AMD GPU Services | https://gpuopen.com/amd-gpu-services-ags-library/ |
| AMD Device Library eXtra | https://gpuopen.com/adlx/ |
| Advanced Media Framework | https://gpuopen.com/advanced-media-framework/ |
| Streaming SDK | https://gpuopen.com/amd-advanced-interactive-streaming-sdk/ |
| GPU Performance API | https://gpuopen.com/gpuperfapi/ |
| Radeon™ ProRender Suite | https://gpuopen.com/radeon-prorender-suite/ |
| Radeon™ ProRender SDK | https://gpuopen.com/radeon-pro-render/ |
| GPUOpen MaterialX Library | https://matlib.gpuopen.com/ |
| Radeon™ Rays | https://gpuopen.com/radeon-rays/ |
| Vulkan® Memory Allocator | https://gpuopen.com/vulkan-memory-allocator/ |
| Direct3D®12 Memory Allocator | https://gpuopen.com/d3d12-memory-allocator/ |
| HIP Ray Tracing | https://gpuopen.com/hiprt/ |
| Orochi | https://gpuopen.com/orochi/ |
| Capsaicin Framework (GI-1.0) | https://gpuopen.com/capsaicin/ |
| Render Pipeline Shaders | https://gpuopen.com/rps/ |
| Brotli-G SDK | https://gpuopen.com/brotlig-sdk/ |
| Dense Geometry Format SDK | https://gpuopen.com/dgf/ |
| Unreal Engine | https://gpuopen.com/unreal-engine/ |
| FSR Unreal Engine 5 plugin | https://gpuopen.com/learn/ue-fsr/ |
| Unreal Engine Performance Guide | https://gpuopen.com/learn/unreal-engine-performance-guide/ |
| AMD Schola (Unreal NPCs) | https://gpuopen.com/amd-schola/ |
| Unity | https://gpuopen.com/unity/ |
| Unity CPU Profiling Guide | https://gpuopen.com/learn/unity-cpu-profiling-guide/ |
| Vulkan® | https://gpuopen.com/vulkan/ |
| Radeon™ Vulkan® Drivers Version Table | https://gpuopen.com/version-table/ |
| Developing Vulkan® Applications | https://gpuopen.com/learn/developing-vulkan-apps/ |
| DirectX®12 | https://gpuopen.com/directx12/ |
| DirectX®12 Ultimate | https://gpuopen.com/directx12-ultimate/ |
| Developing DirectX®12 Applications | https://gpuopen.com/learn/developing-directx-apps/ |
| Meet all our blogs | https://gpuopen.com/learn/ |
| Getting Started with our Software | https://gpuopen.com/learn/getting-started-software/ |
| Getting Started with Development | https://gpuopen.com/learn/getting-started-development-performance/ |
| How to Become a Graphics Programmer | https://gpuopen.com/learn/how_do_you_become_a_graphics_programmer/ |
| General Developer Tech Articles | https://gpuopen.com/learn/developer-guides/ |
| Integrating Anti-Lag 2 SDK | https://gpuopen.com/learn/integrating-amd-radeon-anti-lag-2-sdk-in-your-game/ |
| Matrix Compendium | https://gpuopen.com/learn/matrix-compendium/matrix-compendium-intro/ |
| Mesh Shaders | https://gpuopen.com/learn/mesh_shaders/mesh_shaders-index/ |
| Work Graphs | https://gpuopen.com/learn/gpu-work-graphs/gpu-work-graphs-intro/ |
| Crash Course in Deep Learning (Graphics) | https://gpuopen.com/learn/deep_learning_crash_course/ |
| Our Publications | https://gpuopen.com/learn/publications/ |
| Advanced Rendering Research Group | https://gpuopen.com/advanced-rendering-research/ |
| AMD Lab Notes (HPC) | https://gpuopen.com/learn/amd-lab-notes/amd-lab-notes-readme/ |
| AMD RDNA™ Performance Guide | https://gpuopen.com/learn/rdna-performance-guide/ |
| AMD GPU Architecture | https://gpuopen.com/amd-gpu-architecture-programming-documentation/ |
| Machine-readable ISAs | https://gpuopen.com/machine-readable-isa/ |
| AMD Ryzen™ Performance Guide | https://gpuopen.com/learn/ryzen-performance/ |
| CPU Performance and Optimization | https://gpuopen.com/learn/cpu-performance-guide/cpu-performance-guide-preface/ |
| Software Manuals | https://gpuopen.com/manuals/ |
| Presentations | https://gpuopen.com/learn/presentations/ |
| Samples | https://gpuopen.com/learn/samples-library/ |
| Latest Developer News | https://gpuopen.com/news/ |
| Recent Software Releases | https://gpuopen.com/learn/product-blogs/ |
| AMD FSR 'Redstone' SDK + the neural rendering future | https://gpuopen.com/learn/amd-fsr-redstone-developers-neural-rendering/ |
| AMD FSR Upscaling 4.1 RDNA 3 support now available | https://gpuopen.com/learn/amd-fsr-sdk-2-3-blog/ |
| Latest Radeon Developer Tool Suite update | https://gpuopen.com/learn/radeon-developer-tool-suite-shader-source-code/ |
| AMD Schola v2: Next-gen RL for Unreal Engine | https://gpuopen.com/learn/announcing-amd-schola-v2-nextgen-rl-unreal-engine/ |
| Generative AI model for GI effects | https://gpuopen.com/learn/genai-model-for-global-illumination/ |
| Neural Networks for Geometric Representation | https://gpuopen.com/learn/using_neural_networks_for_geometric_representation/ |
| Generative AI on AMD Radeon GPUs | https://gpuopen.com/learn/accelerating_generative_ai_on_amd_radeon_gpus/ |
| All Events | https://gpuopen.com/events/ |
| GDC | https://gpuopen.com/events/#gdc |
| Digital Dragons | https://gpuopen.com/events/#digitaldragons |
| Other events | https://gpuopen.com/events/#other |
| Watch Our Videos | https://gpuopen.com/videos/ |
| AMD FSR SDK | https://gpuopen.com/amd-fsr-sdk/ |
| AMD FSR Upscaling | https://gpuopen.com/amd-fsr-upscaling/ |
| AMD FSR Frame Generation | https://gpuopen.com/amd-fsr-framegeneration/ |
| AMD FSR Ray Regeneration | https://gpuopen.com/amd-fsr-rayregeneration/ |
| AMD FSR Radiance Caching | https://gpuopen.com/amd-fsr-radiancecaching/ |
| Super Resolution 3 (FSR 3) | https://gpuopen.com/fidelityfx-super-resolution-3/ |
| Super Resolution 2 (FSR 2) | https://gpuopen.com/fidelityfx-superresolution-2/ |
| Super Resolution 1 (FSR 1) | https://gpuopen.com/fidelityfx-superresolution/ |
| AMD FidelityFX SDK v1 | https://gpuopen.com/amd-fidelityfx-sdk-1/ |
| Blur | https://gpuopen.com/fidelityfx-blur/ |
| Breadcrumbs library | https://gpuopen.com/fidelityfx-breadcrumbs/ |
| Brixelizer/GI | https://gpuopen.com/fidelityfx-brixelizer/ |
| Ambient Occlusion (CACAO) | https://gpuopen.com/fidelityfx-cacao/ |
| Contrast Adaptive Sharpening (CAS) | https://gpuopen.com/fidelityfx-cas/ |
| Denoiser | https://gpuopen.com/fidelityfx-denoiser/ |
| Depth of Field (DoF) | https://gpuopen.com/fidelityfx-dof/ |
| Lens | https://gpuopen.com/fidelityfx-lens/ |
| HDR Mapper (LPM) | https://gpuopen.com/fidelityfx-lpm/ |
| Parallel Sort | https://gpuopen.com/fidelityfx-parallel-sort/ |
| Downsampler (SPD) | https://gpuopen.com/fidelityfx-spd/ |
| Screen Space Reflections (SSSR) | https://gpuopen.com/fidelityfx-sssr/ |
| Variable Shading | https://gpuopen.com/fidelityfx-variable-shading/ |
| TressFX | https://gpuopen.com/tressfx/ |
| Developer testimonials | https://gpuopen.com/fidelityfx-testimonials/ |
| FidelityFX Naming Guidelines | https://gpuopen.com/fidelityfx-naming-guidelines/ |
| Cauldron Framework | https://gpuopen.com/fidelityfx-cauldron-framework/ |
| AMD FSR Naming Guidelines | https://gpuopen.com/amd-fsr-naming-guidelines/ |
| Hybrid Shadows | https://gpuopen.com/fidelityfx-hybrid-shadows/ |
| Hybrid Stochastic Reflections | https://gpuopen.com/fidelityfx-hybrid-reflections/ |
| What Tools Do We Have? | https://gpuopen.com/tools/ |
| Radeon™ GPU Detective | https://gpuopen.com/radeon-gpu-detective/ |
| Radeon™ Raytracing Analyzer | https://gpuopen.com/radeon-raytracing-analyzer/ |
| Radeon™ GPU Profiler | https://gpuopen.com/rgp/ |
| Radeon™ GPU Analyzer | https://gpuopen.com/rga/ |
| Radeon™ Memory Visualizer | https://gpuopen.com/rmv/ |
| Radeon™ Developer Panel | https://gpuopen.com/rdp/ |
| GPU Reshape | https://gpuopen.com/gpu-reshape/ |
| Compressonator | https://gpuopen.com/compressonator/ |
| Frame Latency Meter | https://gpuopen.com/flm/ |
| OCAT | https://gpuopen.com/ocat/ |
| What SDKs Do We Have? | https://gpuopen.com/sdks/ |
| AMD Radeon Anti-Lag 2 SDK | https://gpuopen.com/anti-lag-2/ |
| AMD GPU Services | https://gpuopen.com/amd-gpu-services-ags-library/ |
| AMD Device Library eXtra | https://gpuopen.com/adlx/ |
| Advanced Media Framework | https://gpuopen.com/advanced-media-framework/ |
| Streaming SDK | https://gpuopen.com/amd-advanced-interactive-streaming-sdk/ |
| GPU Performance API | https://gpuopen.com/gpuperfapi/ |
| Radeon™ ProRender Suite | https://gpuopen.com/radeon-prorender-suite/ |
| Radeon™ ProRender SDK | https://gpuopen.com/radeon-pro-render/ |
| GPUOpen MaterialX Library | https://matlib.gpuopen.com/ |
| Radeon™ Rays | https://gpuopen.com/radeon-rays/ |
| Vulkan® Memory Allocator | https://gpuopen.com/vulkan-memory-allocator/ |
| Direct3D®12 Memory Allocator | https://gpuopen.com/d3d12-memory-allocator/ |
| HIP Ray Tracing | https://gpuopen.com/hiprt/ |
| Orochi | https://gpuopen.com/orochi/ |
| Capsaicin Framework (GI-1.0) | https://gpuopen.com/capsaicin/ |
| Render Pipeline Shaders | https://gpuopen.com/rps/ |
| Brotli-G SDK | https://gpuopen.com/brotlig-sdk/ |
| Dense Geometry Format SDK | https://gpuopen.com/dgf/ |
| Unreal Engine | https://gpuopen.com/unreal-engine/ |
| FSR Unreal Engine 5 plugin | https://gpuopen.com/learn/ue-fsr/ |
| Unreal Engine Performance Guide | https://gpuopen.com/learn/unreal-engine-performance-guide/ |
| AMD Schola (Unreal NPCs) | https://gpuopen.com/amd-schola/ |
| Unity | https://gpuopen.com/unity/ |
| Unity CPU Profiling Guide | https://gpuopen.com/learn/unity-cpu-profiling-guide/ |
| Vulkan® | https://gpuopen.com/vulkan/ |
| Radeon™ Vulkan® Drivers Version Table | https://gpuopen.com/version-table/ |
| Developing Vulkan® Applications | https://gpuopen.com/learn/developing-vulkan-apps/ |
| DirectX®12 | https://gpuopen.com/directx12/ |
| DirectX®12 Ultimate | https://gpuopen.com/directx12-ultimate/ |
| Developing DirectX®12 Applications | https://gpuopen.com/learn/developing-directx-apps/ |
| Meet all our blogs | https://gpuopen.com/learn/ |
| Getting Started with our Software | https://gpuopen.com/learn/getting-started-software/ |
| Getting Started with Development | https://gpuopen.com/learn/getting-started-development-performance/ |
| How to Become a Graphics Programmer | https://gpuopen.com/learn/how_do_you_become_a_graphics_programmer/ |
| General Developer Tech Articles | https://gpuopen.com/learn/developer-guides/ |
| Integrating Anti-Lag 2 SDK | https://gpuopen.com/learn/integrating-amd-radeon-anti-lag-2-sdk-in-your-game/ |
| Matrix Compendium | https://gpuopen.com/learn/matrix-compendium/matrix-compendium-intro/ |
| Mesh Shaders | https://gpuopen.com/learn/mesh_shaders/mesh_shaders-index/ |
| Work Graphs | https://gpuopen.com/learn/gpu-work-graphs/gpu-work-graphs-intro/ |
| Crash Course in Deep Learning (Graphics) | https://gpuopen.com/learn/deep_learning_crash_course/ |
| Our Publications | https://gpuopen.com/learn/publications/ |
| Advanced Rendering Research Group | https://gpuopen.com/advanced-rendering-research/ |
| AMD Lab Notes (HPC) | https://gpuopen.com/learn/amd-lab-notes/amd-lab-notes-readme/ |
| AMD RDNA™ Performance Guide | https://gpuopen.com/learn/rdna-performance-guide/ |
| AMD GPU Architecture | https://gpuopen.com/amd-gpu-architecture-programming-documentation/ |
| Machine-readable ISAs | https://gpuopen.com/machine-readable-isa/ |
| AMD Ryzen™ Performance Guide | https://gpuopen.com/learn/ryzen-performance/ |
| CPU Performance and Optimization | https://gpuopen.com/learn/cpu-performance-guide/cpu-performance-guide-preface/ |
| Software Manuals | https://gpuopen.com/manuals/ |
| Presentations | https://gpuopen.com/learn/presentations/ |
| Samples | https://gpuopen.com/learn/samples-library/ |
| Latest Developer News | https://gpuopen.com/news/ |
| Recent Software Releases | https://gpuopen.com/learn/product-blogs/ |
| AMD FSR 'Redstone' SDK + the neural rendering future | https://gpuopen.com/learn/amd-fsr-redstone-developers-neural-rendering/ |
| AMD FSR Upscaling 4.1 RDNA 3 support now available | https://gpuopen.com/learn/amd-fsr-sdk-2-3-blog/ |
| Latest Radeon Developer Tool Suite update | https://gpuopen.com/learn/radeon-developer-tool-suite-shader-source-code/ |
| AMD Schola v2: Next-gen RL for Unreal Engine | https://gpuopen.com/learn/announcing-amd-schola-v2-nextgen-rl-unreal-engine/ |
| Generative AI model for GI effects | https://gpuopen.com/learn/genai-model-for-global-illumination/ |
| Neural Networks for Geometric Representation | https://gpuopen.com/learn/using_neural_networks_for_geometric_representation/ |
| Generative AI on AMD Radeon GPUs | https://gpuopen.com/learn/accelerating_generative_ai_on_amd_radeon_gpus/ |
| All Events | https://gpuopen.com/events/ |
| GDC | https://gpuopen.com/events/#gdc |
| Digital Dragons | https://gpuopen.com/events/#digitaldragons |
| Other events | https://gpuopen.com/events/#other |
| Watch Our Videos | https://gpuopen.com/videos/ |
| Download | https://gpuopen.com/hiprt/#downloads |
| Features | https://gpuopen.com/hiprt/#features |
| Details | https://gpuopen.com/hiprt/#information |
| Requirements | https://gpuopen.com/hiprt/#requirements |
| Version history | https://gpuopen.com/hiprt/#version-history |
| View HIP RT source code | https://github.com/GPUOpen-LibrariesAndSDKs/HIPRT/ |
| View HIP RT Tutorials on GitHub | https://github.com/GPUOpen-LibrariesAndSDKs/HIPRTSDK/blob/main/tutorials/readme.md |
| Read the HIP RT documentation | https://radeon-pro.github.io/RadeonProRenderDocs/en/hiprt/about.html |
| AMD HIP RT license agreement | https://gpuopen.com/hiprt/#hiplicenseagreement |
| Download AMD HIP RT v3.0.9ba63f3 | https://gpuopen.com/download/AMD-HIP-RT/ |
| Introducing HIP RT – a ray tracing library in HIP HIP RT is a new ray tracing library for HIP. It makes it easy to write a ray tracing app using HIP. Check out this page for more information. | https://gpuopen.com/learn/introducing-hiprt/ |
| http://www.bis.doc.gov/ | http://www.bis.doc.gov/ |
| Orochi Orochi is a library which loads HIP and CUDA® APIs dynamically, allowing the user to switch APIs at runtime. | https://gpuopen.com/orochi/ |
| WMMA guide for AMD RDNA 4 architecture GPUs - part 3 Learn how to implement fast in-register matrix transpose on AMD RDNA™ 4 architecture GPUs with a WMMA-based identity trick, delivering a lightweight, memory-free alternative proven in Llama.cpp. | https://gpuopen.com/learn/wmma-guide-amd-rdna-4-gpus-part-3/ |
| WMMA guide for AMD RDNA 4 architecture GPUs - part 2 Achieve peak AMD RDNA™ 4 architecture memory bandwidth for low-precision GEMM by fusing WMMA to double the K dimension, enabling 128-bit loads for FP8/INT8, and matching hipBLAS results bit-for-bit. | https://gpuopen.com/learn/wmma-guide-amd-rdna-4-gpus-part-2/ |
| WMMA guide for AMD RDNA 4 architecture GPUs - part 1 Practical guide to fusing GEMMs on AMD RDNA™ 4 architecture, covering WMMA layout, a transpose-by-swapping A/B technique, HIP sample code, and hipBLAS-verified results used in Llama.cpp. | https://gpuopen.com/learn/wmma-guide-amd-rdna-4-gpus-part-1/ |
| HIP Threads: GPU power for teams without GPU experts HIP Threads lets C++ teams eliminate CPU hotspots by running familiar multithreaded code on AMD GPUs, no kernel rewrites or GPU expertise required, delivering real speedups in days. | https://gpuopen.com/learn/hip-threads-for-teams-without-gpu-experts/ |
| Application portability with HIP This blog discusses various ROCm tools developers can leverage to port existing applications from CUDA to HIP. | https://gpuopen.com/learn/amd-lab-notes/amd-lab-notes-hipify-readme/ |
| Introducing HIP RT v2.2 With the release of v2.2, HIP RT now support multi-level instancing. Multi-level instancing can help to reduce memory requirements, allowing you to render large scenes with limited memory. | https://gpuopen.com/learn/introducing-hip-rt-v2-2/ |
| Using HIP RT ray tracing library to accelerate fluid simulation This blog post shows how it is possible to use HIP RT to accelerate neighbor search in Smoothed Particle Hydrodynamics (SPH) simulations. | https://gpuopen.com/learn/hiprt_fluid_simulation/ |
| Introducing HIP RT v2.1 - batch construction for small geometries, transformation query functions, and more HIP Ray Tracing v2.1 adds support for batch construction, global/dynamic stacks, transformation query functions, plus other new features. | https://gpuopen.com/learn/hiprt_2_1_batch_construction_transformation_functions/ |
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| | https://www.youtube.com/playlist?list=PLx15eYqzJifdT1M-vOTz74fwdqHIlMrVc |
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