Samples
Meet our samples!
Looking to get started, or a better way of doing something? Our sample code may be just what you’re looking for.
Hybrid ray tracing
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.
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.
Just starting out with DirectX® 12 or Vulkan®?
HelloVulkan Introductory Vulkan® Sample
HelloVulkan is a small, introductory Vulkan® “Hello Triangle” sample which shows how to set up a window, set up a Vulkan context, and render a triangle.
HelloD3D12 DirectX® 12 Sample
HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued and constant buffers.
Browse through all our samples...
the_page_ID | Sample Name | Description | page_post_date | page_taxonomy_category |
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~ID-026898 | AMD FidelityFX™ Super Resolution 2 (FSR 2) **Sample package link** | AMD FidelityFX™ Super Resolution 2 (FSR 2) technology is our brand-new open source temporal upscaling solution. FSR 2 uses cutting-edge temporal algorithms to reconstruct fine geometric and texture detail, producing anti-aliased output from aliased input. This sample demonstrates FSR 2 in action. | 18th June 2022 | All samples,Samples |
~ID-026890 | AMD FidelityFX™ Super Resolution 1.0 (FSR 1.0) **Sample package link** | AMD FidelityFX Super Resolution (FSR) is our open-source, high-quality, high-performance upscaling solution. This sample demonstrates FSR 1.0 in action with several configuration options. | 16th June 2021 | All samples,Samples |
~ID-013926 | glTFSample Cauldron Sample Project | This sample demonstrates how to use most of Cauldron’s features. It is also a useful reference for getting started with developing your own samples and prototypes. | 28th August 2020 | All samples,Featured Samples,Samples |
~ID-027082 | AMD FidelityFX™ Luminance Preserving Mapper (LPM/HDR Mapper) **Sample package link** | AMD FidelityFX LPM provides an open source library to easily integrate HDR and wide gamut tone and gamut mapping into your game. This sample demonstrates LPM in use. | 17th May 2020 | All samples,Samples |
~ID-027075 | AMD FidelityFX™ Parallel Sort **Sample package link** | AMD FidelityFX Parallel Sort makes sorting data on the GPU quicker, and easier. Use our SM6.0 compute shaders to get your data in order. This sample demonstrates Parallel Sort in use. | 17th May 2020 | All samples,Samples |
~ID-027069 | AMD FidelityFX™ Single Pass Downsampler (SPD) **Sample package link** | AMD FidelityFX Single Pass Downsampler (SPD) provides an RDNA-optimized solution for generating up to 12 MIP levels of a texture. This sample demonstrates SPD in use. | 17th May 2020 | All samples,Samples |
~ID-027063 | AMD FidelityFX™ Variable Shading (aka VRS) **Sample package link** | AMD FidelityFX Variable Shading drives Variable Rate Shading into your game. This sample demonstrates Variable Shading in use. | 17th May 2020 | All samples,Samples |
~ID-027033 | AMD TressFX **Sample package link** | The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur. This sample demonstrates TressFX in use. | 15th May 2020 | All samples,Samples |
~ID-027027 | AMD FidelityFX™ Combined Adaptive Compute Ambient Occlusion (CACAO) **Sample package link** | AMD FidelityFX Combined Adaptive Compute Ambient Occlusion (CACAO) is an RDNA-optimized implementation of ambient occlusion. This sample demonstrates CACAO in use. | 15th May 2020 | All samples,Samples |
~ID-027015 | AMD FidelityFX™ Stochastic Screen Space Reflections (SSSR) **Sample package link** | The AMD FidelityFX SSSR effect provides an open source library to easily integrate stochastic screen space reflections into your game. This sample demonstrates SSSR in use. | 15th May 2020 | All samples,Samples |
~ID-027005 | AMD FidelityFX™ Contrast Adaptive Sharpening (CAS) **Sample package link** | AMD FidelityFX Contrast Adaptive Sharpening (CAS) provides a mixed ability to sharpen and optionally scale an image. | 15th May 2020 | All samples,Samples |
~ID-008410 | AMD Freesync™ Premium Pro (HDR) Sample | This sample demonstrates how to enable Freesync Premium Pro (HDR) with the DirectX® 12 and Vulkan® APIs. | 22nd January 2020 | All samples,Samples |
~ID-005923 | CPU Core Counts | This sample code correctly detects the physical and logical cores of today’s modern processors, along with the processor vendor and family. | 26th April 2017 | All samples,Samples |
~ID-003213 | Barycentrics DirectX® Shader Extension Samples | The Barycentrics samples show how to enable intrinsic instructions in your DirectX®11 or DirectX®12 HLSL code. | 24th May 2016 | All samples,Samples |
~ID-003042 | Vulkan® mbcnt Sample | This sample shows how to use the AMD_shader_ballot extension and mbcnt to perform a fast reduction within a wavefront. | 20th May 2016 | All samples,Samples |
~ID-003040 | Vulkan® OoORasterization | The Vulkan™ out-of-order rasterization sample shows how to use the out-of-order rasterization extension. | 17th May 2016 | All samples,Samples |
~ID-003036 | HelloVulkan Introductory Vulkan® Sample | HelloVulkan is a small, introductory Vulkan® “Hello Triangle” sample which shows how to set up a window, set up a Vulkan context, and render a triangle. | 13th May 2016 | All samples,Samples |
~ID-002373 | CrossfireAPI11 | This sample demonstrates how to use the explicit Crossfire™ application programming interface (API). | 8th March 2016 | All samples,Samples |
~ID-000881 | Sparse Textures OpenGL® | This sample presents the GL_AMD_sparse_texture extension introduced by AMD FirePro W and AMD Radeon HD 7000 series. | 18th January 2016 | All samples,Samples |
~ID-000869 | FirePro Framelock OpenGL® Sample | This sample shows how to enable Framelock in an application using the WGL_NV_swap_group extension. | 18th January 2016 | All samples,Samples |
~ID-000716 | nBody DirectX® 12 Sample (asynchronous compute version) | This is a slightly modified version of the Microsoft D3D12nBodyGravity sample, This sample demonstrates the use of asynchronous compute shaders (multi-engine) to simulate an n-body gravity system. | 15th January 2016 | All samples,Samples |
~ID-000647 | HelloD3D12 DirectX® 12 Sample | HelloD3D12 is a small, introductory Direct3D 12 sample, which shows how to set up a window and render a textured quad complete with proper uploading handling, multiple frames queued and constant buffers. | 14th January 2016 | All samples,Samples |
~ID-000412 | SSAA11 DirectX® 11 SDK Sample | This sample demonstrates some of the ways in which to reduce scene aliasing without using a post process technique. | 7th January 2016 | All samples,Samples |
~ID-000409 | SilhouetteTessellation11 DirectX® 11 SDK Sample | This SDK sample implements PN Triangles and Phong tessellation. It also shows how to optimize performance by using adaptive tessellation techniques. | 7th January 2016 | All samples,Samples |
~ID-000405 | SeparableFilter11 DirectX® 11 SDK Sample | This sample presents a technique for achieving highly optimized, user-defined separable filters. | 7th January 2016 | All samples,Samples |
~ID-000400 | MLAA11 DirectX® 11 SDK Sample | This sample demonstrates a post-process pixel shader technique that applies fullscreen anti-aliasing to an image. | 7th January 2016 | All samples,Samples |
~ID-000394 | GPUParticles11 DirectX® 11 SDK Sample | This sample demonstrates how to implement a simple GPU-based particle system. | 7th January 2016 | All samples,Samples |
~ID-000388 | ForwardPlus11 DirectX® 11 SDK Sample | This sample provides an example implementation of the Forward+ algorithm, which extends traditional forward rendering to support high numbers of dynamic lights while maintaining performance. | 7th January 2016 | All samples,Samples |
~ID-000376 | DepthBoundsTest11 DirectX® 11 SDK Sample | The DepthBoundsTest11 sample shows how to use the Depth Bounds driver extension. | 7th January 2016 | All samples,Samples |
~ID-000155 | TiledLighting11 DirectX® 11 SDK Sample | This sample provides an example implementation of two tile-based light culling methods: Forward+ and Tiled Deferred. | 20th November 2015 | All samples,Samples |
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