AMD FSR 3.1.2 now available as part of AMD FidelityFXâ„¢ SDK 1.1.2

Current hot topics

Meshlet compression – Mesh shaders on AMD RDNAâ„¢ graphics cards

We show how to diminish the memory footprint of meshlet geometry, thus both the index buffer and the vertex attributes. Decompression then happens on the fly on every frame in the mesh shader.

Neural Supersampling and Denoising for Real-time Path Tracing

Read our research for a neural denoising and supersampling technique, with the aim of achieving real-time path tracing.

Microsoft® DirectSR has integrated AMD FidelityFX™ Super Resolution 3.1

AMD FSR 3
This integration enhances upscaling capabilities, offering improved temporal stability and detail preservation.

GPU Reshape Beta 2 Release

GPU Reshape Beta 2 screenshot
The latest beta of GPU Reshape introduces a waterfall feature, NonUniformResourceIndex validation, and much more! Read on...

Sampling from a Normal (Gaussian) Distribution on GPUs

Normal distribution plot
Sampling the normal distribution is not as straightforward as it seems! Explore two GPU-friendly methods including implementation and performance evaluation.

New Radeonâ„¢ Developer Tool Suite brings Driver Experiments, Dark Mode to Tools

AMD Radeon Developer Tool Suite
Find out more about our latest tools release, including driver experiments, updates to RRA, RGP, and more!

Integrating AMD Radeonâ„¢ Anti-Lag 2 SDK in your game

AMD Radeon Anti-Lag 2 SDK
Learn how to integrate the Anti-Lag 2 SDK into your game. Unlike the driver-based AL 1, AL 2's point of insertion is at the optimal point inside the game's logic, just before the user controls are sampled.

Crash Course in Deep Learning (for Computer Graphics)

If you're a graphics dev looking to understand more about deep learning, this blog introduces the basic principles in a graphics dev context.

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.

Introduction – Matrix Compendium

The GPUOpen Matrix Compendium covers how matrices are used in 3D graphics and implementations in host code and shading languages. It's a growing guide, so keep checking back!

Latest news from GPUOpen

The AMD FidelityFXâ„¢ SDK 1.1.2 is now available on GPUOpen

AMD FSR 3
The AMD FidelityFX SDK 1.1.2 release includes fixes for issues with FSR 3.1.1, and code changes needed for the October release of the Microsoft GDK.

GPU Work Graphs mesh nodes now in Vulkan®

We’ve added mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue.

Introducing Driver Experiments

Driver experiments
Ever wondered why your app is not working properly on a particular GPU? Driver Experiments lets graphics programmers disable some graphics driver optimizations or enable extra safety features.

Radeonâ„¢ Raytracing Analyzer 1.7 adds user marker support for ray dispatches

RRA Dispatch List
RRA 1.7 lets you associate ray dispatch data from DirectX®12 and Vulkan® applications with a user-defined string called a user marker.

AMF v1.4.35 adds multi-HW instance mode encoder, FFmpeg 7.0 & split frame encoding

AMD Advanced Media Framework
Download v1.4.35 from GPUOpen today! Requires latest driver.

The AMD FidelityFXâ„¢ SDK 1.1.1 is now available on GPUOpen

AMD FSR 3
Our patch release includes some FSR 3.1 fixes, support for AL2, and code changes needed for the upcoming release of the Microsoft Game Development Kit (GDK).

Join our speakers in the Netherlands this November for the inaugural Graphics Programming Conference

GPC 24
We're very excited to be presenting at GPC 2024! Read on to see our highlights for this brand-new European graphics conference.

Announcing HIP Ray Tracing (HIP RT) v2.4, featuring new H-PLOC algorithm

HIP Ray Tracing
H-PLOC is a GPU-optimized algorithm for building BVHs. Read on to find out more about our v2.4 release of HIP RT.

AMD RDNAâ„¢ 3.5 Instruction Set Architecture (ISA) reference guide is now available

The AMD RDNAâ„¢ 3.5 ISA reference guide is now available! The ISA guide is useful for anyone interested in the lowest level operation of the RDNA 3.5 GPU architecture.

Let’s talk about performance…

Building something amazing on DirectX®12 or Vulkan®? How about Unreal Engine?

Obviously you wouldn’t dream of shipping without reading our performance and optimization guides for Radeon, Ryzen, or Unreal Engine first!

Performance

Memory

Shaders

Ray tracing

We aim to provide developer tools that solve your problems.

To achieve this, our tools are built around four key pillars: stability, performance, accuracy, and actionability.

AMD FidelityFX technologies

Our series of optimized, shader-based features aimed at improving rendering quality and performance.  

Our series of optimized, shader-based features aimed at improving rendering quality and performance.  

Now all available as part of the AMD FidelityFX SDK!

AMD FidelityFX SDK
AMD FidelityFX SDK logo
The AMD FidelityFX SDK is our easy-to-integrate solution for developers looking to include FidelityFX features into their games.
AMD FidelityFX Super Resolution 2
Learn even more about our new open-source temporal upscaling solution FSR 2, and get the source code and documentation!

FidelityFX features are designed to be easy to integrate in Vulkan® or DirectX®.

We ship HLSL and/or GLSL versions of the effects to allow you to target any API.

AMD Radeon ProRender

Content creators are welcome on GPUOpen! 

Discover the AMD ProRender SDK and plugins for popular content creation tools.

Developing on Unreal Engine?

Our easy to integrate patches help you get more performance and fantastic new features with minimum effort.

Let’s build better…

From managing memory with DirectX®12 or Vulkan®, to asking low-level questions of the driver, our extensive set of SDKs put you in the driving seat.

AMD GPUOpen

Just want to browse?

Have a look through our site directory to see just how much stuff we have!