AMD FSR 3.1.1 now available as part of AMD FidelityFXâ„¢ SDK 1.1.1

FSR 3.1 support for AMD Anti-Lag 2 & FidelityFX SDK now optimized for Microsoft GDK for Xbox Series X/S.

Get our new Anti-Lag 2 Unreal Engine plugin, as well as an updated FSR 3.1.1 plugin. 

Current hot topics

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!

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.

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).

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.

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.

GPU Work Graphs mesh nodes in Microsoft DirectX® 12

Mesh nodes are a new type of leaf node in work graphs that, unlike all other nodes, does not invoke a compute shader, but dispatches a mesh-shader graphics pipeline instead. This blog series covers how to get started with mesh nodes as well as best practices.

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

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.

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.

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.

Decoding instructions with the machine-readable AMD GPU ISA specifications

A simple C++ program demonstrating how easy it is to decode instructions using the IsaDecoder API.

Highlights from HPG Conference 2024: Four exciting new research papers

HPG Conference papers
Learn more about our award-winning new papers covering HIP RT, ray tracing, geometry compression, and procedural generation with work graphs.

Introducing Frame Latency Meter (FLM) v1.0

Frame Latency Meter (FLM) is the must-have tool for anyone who wants to measure the response time of their games with mouse events.

Foliage in AMD FidelityFXâ„¢ Brixelizer GI

In this two-part blog series, we will investigate Brixelizer GI to pinpoint the problems faced with foliage-heavy scenes and then look solutions to adding support.

AMD FidelityFXâ„¢ Super Resolution 3.1 released as part of FidelityFX SDK 1.1

AMD FSR 3
AMD FidelityFX Super Resolution (FSR) 3.1 is now available. This post details some of the major updates to this latest change to FSR.

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!