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Announcing Vulkan Memory Allocator 3.0.0 and Direct3D 12 Memory Allocator 2.0.0
Find out more about the latest releases of VMA and D3DMA – our easy-to-integrate memory allocation libraries for Vulkan® and Direct3D® 12.
Find out more about the latest releases of VMA and D3DMA – our easy-to-integrate memory allocation libraries for Vulkan® and Direct3D® 12.
Radeon Memory Visualizer (RMV) now supports Named Resources in DirectX® 12 applications. This blog explains how you can view them in RMV.
We explain how FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dive into specific AMD RDNA™ 2-based optimizations that benefit both Xbox Series X|S and PC.
New GPUOpen content to support our Microsoft® Game Stack Live presentations. Meet FidelityFX Shadow Denoiser, Ryzen Perf guide, and more!
Radeon™ GPU Analyzer v2.4.1 introduces support for DXR shaders in a new mode of the command line tool.
Radeon™ GPU Analyzer v2.4.1 introduces support for DXR shaders in a new mode of the command line tool.
GPUPerfAPI v3.7 brings support for Radeon™ RX 6000 series GPUs, new raytracing counters for DirectX® Raytracing, a new scalar and instruction cache counter, and new raytracing High-Frequency counters in Microsoft® PIX2.
Graphics feature architect Rys Sommefeldt provides a short presentation on the major advantages of the new API, and how to best utilize it on AMD RDNA™ 2-based hardware.
Engineer Stephan Hodes provides a short description how VRS works, and how AMD’s FidelityFX Variable Shading technique can assist with integrating VRS into your engine.
Engineer Colin Riley provides a short description of Sampler Feedback and Mesh Shaders, as well as important performance guidelines that graphics developers should consider when using AMD RDNA™ 2-based GPUs.
Oxide talk about working out how to make the very best use of multi-core CPUs and the GPU to reduce motion-to-photon latency, using Not Enough Bullets to drive things forwards.
This talk by AMD’s Adam Sawicki at Digital Dragons in 2018 discusses how to port your engine to Vulkan® or DirectX®12.