AMD LiquidVR MultiView Rendering in Serious Sam VR

AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library AMD’s MultiView Rendering feature reduces the number of duplicated object draw …

Implementing LiquidVR™ Affinity Multi-GPU support in Serious Sam VR

This blog is guest authored by Croteam developer Karlo Jez and he will be giving us a detailed look at how Affinity Multi-GPU support was …

Using RapidFire for Virtual Desktop and Cloud Gaming

Virtual desktop infrastructure systems and cloud gaming are increasingly gaining popularity thanks to an ever more improved internet infrastructure. This gives more flexibility to the …

AMD TrueAudio Next and CU Reservation – What is the Context?

As noted in my previous blog, new innovations in virtual reality have spearheaded a renewed interest in audio processing, and many new as well as …

Anatomy Of The Total War Engine: Part V

This week marks the last in the series of our regular Warhammer Wednesday blog posts. We’d like to extent our thanks to Creative Assembly’s Lead …

The Importance of Audio in VR

Audio Must be Consistent With What You See Virtual reality demands a new way of thinking about audio processing. In the many years of history …

AMD GCN Assembly: Cross-Lane Operations

Cross-lane operations are an efficient way to share data between wavefront lanes. This article covers in detail the cross-lane features that GCN3 offers.  I’d like …

Blazing CodeXL 2.2 is here!

A new release of the CodeXL open-source developer tool is out! Here’s the hot new stuff in this release: New platforms support Support Linux systems …

The Art of AMDGCN Assembly: How to Bend the Machine to Your Will

The ability to write code in assembly is essential to achieving the best performance for a GPU program. In a previous blog we described how …

ROCm with Rapid Harmony : Optimizing HSA Dispatch

We previously looked at how to launch an OpenCL™ kernel using the HSA runtime. That example showed the basics of using the HSA Runtime. Here we’ll …