Game Developers Conference 2024

Don’t miss our wrap-up blog with all the decks and videos from our sponsored sessions, including the announcement of AMD FSR 3.1! 

Current hot topics

Procedural grass rendering – Mesh shaders on AMD RDNA™ graphics cards

Procedural grass generation - a scene of grass and a castle
The fourth post in our mesh shaders series takes a look at the specific example of rendering detailed vegetation.

GI-1.1 adds support for glossy reflections rendering

Bedroom scene showing GI-1.1
GI-1.1 is available now as part of the AMD Capsaicin Framework. GI-1.1 includes new support for glossy reflections rendering.

GDC 2024: Work graphs and draw calls – a match made in heaven!

Advanced Graphics Summit. GPU Work Graphs: Welcome to the Future of GPU Programming text, on a backdrop of a city scene from the presentation.
Introducing "mesh nodes", which make draw calls an integral part of the work graph, providing a higher perf alternative to ExecuteIndirect dispatches.

HIP Ray Tracing (HIP RT) core is now open source!

AMD HIP Ray Tracing
The source code for the core of our easy-to-integrate ray tracing library for HIP is now available on GitHub.

GDC 2024: Work graphs, mesh shaders, FidelityFX™, dev tools, CPU optimization, and more.

AMD at GDC 24 text with AMD together we advance game dev logo.
Our GDC 2024 presentations this year include work graphs, mesh shaders, AMD FSR 3, GI with AMD FidelityFX Brixelizer, AMD Ryzen optimization, RGD, RDTS, and GPU Reshape!

AMD FidelityFX Super Resolution 3 Unreal Engine plugin guide

Unreal Engine AMD FSR 3
Our AMD FidelityFX Super Resolution (FSR) 3 plugin guide for Unreal Engine guides you the installation and configuration process.

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

AMD GPU architecture programming documentation

AMD GPUOpen GPU Architecture Programming Documentation
A repository of AMD Instruction Set Architecture (ISA) and Micro Engine Scheduler (MES) firmware documentation

Pre-condition block compressed textures with Brotli-G

AMD Brotli-G SDK
Brotli-G (v1.1 onwards) now supports pre-conditioning of block compressed textures. Take a look for a quick summary!

Application portability with HIP – AMD lab notes

AMD Lab Notes
This blog discusses various ROCm tools developers can leverage to port existing applications from CUDA to HIP.

C++17 parallel algorithms and HIPSTDPAR – AMD lab notes

AMD Lab Notes
This post discusses how to leverage C++17 parallel algorithms on AMD GPUs with HIPSTDPAR

DirectX®12 single shader compilation with Radeon™ GPU Analyzer (RGA) v2.9.1

Radeon™ GPU Analyzer v2.9.1 now supports D3D12 shader compilation without requiring a completely defined pipeline state. RGA v2.9.1 is available now.

Radeon™ GPU Profiler 2.1 adds interoperability with Radeon™ GPU Analyzer (and more)!

RGP 2.1 adds RGA interoperability, 'Color by' modes, and additional customization options. Dive in for all the details!

Affinity part 1 – Affinity, placement, and order – AMD lab notes

AMD Lab Notes
This first part introduces the concept of affinity and why its important for achieving better performance on AMD GPU nodes

Affinity part 2 – System topology and controlling affinity – AMD lab notes

AMD Lab Notes
This second part introduces common tools to understand the topology of your system and to control affinity for different applications

Orochi 2.0 adds many more CUDA/HIP functions + more demos

AMD Orochi how it works diagram
Orochi 2.0 has almost exhaustive CUDA/HIP functions, new demos, and multiple other improvements.

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!




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!

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.


Just want to browse?

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