| | 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/ |
| TOOLS | https://gpuopen.com/vulkan/#tools |
| VMA | https://gpuopen.com/vulkan/#vma |
| Blogs | https://gpuopen.com/vulkan/#tutorials |
| Driver Versions | https://gpuopen.com/vulkan/#driverinfo |
| Linux Driver | https://gpuopen.com/vulkan/#driver |
| Radeon™ Drivers | https://gpuopen.com/vulkan/#radeon |
| News | https://gpuopen.com/vulkan/#news |
| https://gpuopen.com/radeon-raytracing-analyzer/ |
| https://gpuopen.com/rmv/ |
| https://gpuopen.com/rgp/ |
| https://gpuopen.com/rga/ |
| Find out how our tools can help your Vulkan® development | https://gpuopen.com/tools/ |
| Explore what VMA can do for you | https://gpuopen.com/vulkan-memory-allocator/ |
| Using Vulkan® Device Memory This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips. | https://gpuopen.com/learn/vulkan-device-memory/ |
| Vulkan® Barriers Explained Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here. | https://gpuopen.com/learn/vulkan-barriers-explained/ |
| Understanding Vulkan® Objects An important part of learning the Vulkan® API is to understand what types of objects are defined by it, what they represent and how they relate to each other. | https://gpuopen.com/learn/understanding-vulkan-objects/ |
| Reducing Vulkan® API call overhead This guest post, by Arseny Kapoulkine from Roblox, looks at the costs associated with calling various Vulkan functions tens or hundreds of thousands of times per frame, and ways to bring them down. | https://gpuopen.com/learn/reducing-vulkan-api-call-overhead/ |
| Developing Vulkan® applications Discover our Vulkan blog posts, presentations, samples, and more. Find out how we can help you create and optimize your Vulkan applications! | https://gpuopen.com/learn/developing-vulkan-apps/ |
| Radeon™ Vulkan® Drivers Version Table A handy table listing the equivalent versions of Vulkan®, Windows Store, and internal drivers for each Radeon Software Adrenalin driver release. | https://gpuopen.com/version-table/ |
| Learn more about our open source Vulkan® driver | https://gpuopen.com/amd-open-source-driver-for-vulkan/ |
| Get the latest Radeon™ drivers from AMD.com | https://www.amd.com/en/support |
| AMD DGF: An Open Geometry Compression Standard AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and easier engine integration. | https://gpuopen.com/learn/amd-dgf-an-open-geometry-compression-standard/ |
| Introducing AMD DGF SuperCompression AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deployment. | https://gpuopen.com/learn/introducing-amd-dgf-supercompression/ |
| AMD releases Vulkan support for Dense Geometry Format We’ve released a provisional Vulkan® extension for AMD Dense Geometry Format (DGF), our block-based geometry compression technology. | https://gpuopen.com/learn/dense-geometry-format-amd-vulkan-extension/ |
| GPU Work Graphs mesh nodes in Vulkan® We’ve added mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue. | https://gpuopen.com/learn/gpu-workgraphs-mesh-nodes-vulkan/ |
| Radeon™ GPU Detective adds Vulkan® support on Windows® The latest version of Radeon™ GPU Detective is out now! RGD v1.1 introduces support for post-mortem analysis of Vulkan applications on Windows. | https://gpuopen.com/learn/rgd-1-1-vulkan-support/ |
| How do I become a graphics programmer? - A small guide from the AMD Game Engineering team It is often difficult to know where to start when taking your first in the world of graphics. This guide is here to help with a discussion of first steps and a list of useful websites. | https://gpuopen.com/learn/how_do_you_become_a_graphics_programmer/ |
| Announcing GPU Work Graphs in Vulkan® AMD is providing an experimental AMD extension to access GPU Work Graphs in Vulkan. Check out this post for usage examples and resources. | https://gpuopen.com/news/gpu-work-graphs-in-vulkan/ |
| Radeon™ Memory Visualizer 1.6 introduces improved device configuration info and an expanded Resource details pane Radeon Memory Visualizer v1.6 adds improved device configuration information, and more parameters on the resource details pane. | https://gpuopen.com/learn/rmv_1_6/ |
| Vulkan® Memory Allocator VMA is our single-header, MIT-licensed, C++ library for easily and efficiently managing memory allocation for your Vulkan® games and applications. | https://gpuopen.com/vulkan-memory-allocator/ |
| AMD FidelityFX™ Hybrid Shadows sample This sample demonstrates how to combine ray traced shadows and rasterized shadow maps together to achieve high quality and performance. | https://gpuopen.com/fidelityfx-hybrid-shadows/ |
| AMD FidelityFX™ Hybrid Stochastic Reflections sample This sample shows how to combine AMD FidelityFX Stochastic Screen Space Reflections (SSSR) with ray tracing in order to create high quality reflections. | https://gpuopen.com/fidelityfx-hybrid-reflections/ |
| AMD Radeon™ Memory Visualizer AMD Radeon™ Memory Visualizer (RMV) is a tool to allow you to gain a deep understanding of how your application uses memory for graphics resources. | https://gpuopen.com/rmv/ |
| AMD DGF: An Open Geometry Compression Standard AMD is partnering with Samsung on a multivendor Vulkan extension for Dense Geometry Format (DGF) to help enable dramatically smaller geometry, reduced memory/latency for ray-traced real‑time 3D, and easier engine integration. | https://gpuopen.com/learn/amd-dgf-an-open-geometry-compression-standard/ |
| Introducing AMD DGF SuperCompression AMD DGF SuperCompression (DGFS) cuts DGF geometry file sizes while preserving exact block reconstruction and enabling fast decode to either DGF blocks or conventional meshlets for cross-device deployment. | https://gpuopen.com/learn/introducing-amd-dgf-supercompression/ |
| AMD releases Vulkan support for Dense Geometry Format We’ve released a provisional Vulkan® extension for AMD Dense Geometry Format (DGF), our block-based geometry compression technology. | https://gpuopen.com/learn/dense-geometry-format-amd-vulkan-extension/ |
| GPU Work Graphs mesh nodes in Vulkan® We’ve added mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue. | https://gpuopen.com/learn/gpu-workgraphs-mesh-nodes-vulkan/ |
| Radeon™ GPU Detective adds Vulkan® support on Windows® The latest version of Radeon™ GPU Detective is out now! RGD v1.1 introduces support for post-mortem analysis of Vulkan applications on Windows. | https://gpuopen.com/learn/rgd-1-1-vulkan-support/ |
| How do I become a graphics programmer? - A small guide from the AMD Game Engineering team It is often difficult to know where to start when taking your first in the world of graphics. This guide is here to help with a discussion of first steps and a list of useful websites. | https://gpuopen.com/learn/how_do_you_become_a_graphics_programmer/ |
| Radeon™ Memory Visualizer 1.6 introduces improved device configuration info and an expanded Resource details pane Radeon Memory Visualizer v1.6 adds improved device configuration information, and more parameters on the resource details pane. | https://gpuopen.com/learn/rmv_1_6/ |
| RDNA Performance Guide Our one-stop resource for getting great AMD RDNA™ performance on Vulkan® and DirectX®12 APIs! | https://gpuopen.com/learn/rdna-performance-guide/ |
| GPU Reshape – Modern Shader Instrumentation and Instruction Level Validation (Digital Dragons 2024) – YouTube link GPU Reshape is, a just-in-time instrumentation framework with instruction level validation of shaders. A deep dive into current validation methodologies, and what the future of instrumentation may hold. | https://gpuopen.com/videos/gpu-reshape-digital-dragons-2024/ |
| Mesh Shaders – Learning Through Examples (Digital Dragons 2024) – YouTube link Learn about the new Mesh Shader pipeline which can help to create even more better-looking games. | https://gpuopen.com/videos/mesh-shaders-learning-examples/ |
| Game Optimization: Radeon™ Developer Tools on RADV and Steam Deck™ (Vulkanised 2023 - YouTube link) This talk at Vulkanised 2023 covers how to use the Radeon Developer Tool Suite (RDTS) to optimize games using RADV and Steam Deck. | https://gpuopen.com/videos/radeon-developer-tools-radv-steam-deck/ |
| Memory Management in Vulkan® - YouTube link This talk by AMD's Ste Tovey discusses memory management with Vulkan® at Vulkanised 2018. | https://gpuopen.com/videos/memory-management-vulkan/ |
| Optimising a AAA Vulkan® Title on Desktop This talk by AMD's Lou Kramer discusses optimising AAA Vulkan® titles on desktop. | https://gpuopen.com/videos/optimising-aaa-vulkan-desktop/ |
| World War Z – Using Vulkan® to Tame the Zombie Swarm A talk by AMD's Jordan Logan and Saber Interactive's Nikolai Petrov at Reboot DEVELOPRED in 2019. | https://gpuopen.com/videos/world-war-z-using-vulkan-to-tame-zombies/ |
| Porting Your Engine to Vulkan® or DirectX®12 This talk by AMD's Adam Sawicki at Digital Dragons in 2018 discusses how to port your engine to Vulkan® or DirectX®12. | https://gpuopen.com/videos/porting-engine-vulkan-directx12/ |
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