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Profiling video memory with Windows® Performance Analyzer
A guide to using the Windows Performance Analyzer tool, with a focus on video resources.
A guide to using the Windows Performance Analyzer tool, with a focus on video resources.
Guide to using the shader compiler control API in AGS 5.0
3D intensive application performance may suffer greatly if the best graphics device is not selected. As a developer you can easily fix this problem by adding only one line to your executable’s source code.
How to set up the AMD Driver Symbol Server in Visual Studio.
The final instalment in Tamas Rabel’s insight into developing the Total War engine looks at Multi-GPU.
Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought Total War to DirectX® 12.
Tamas Rabel, Lead Graphics Programmer on the Total War series provides a detailed look at the Total War renderer as well as digging deep into some of the optimizations that the team at Creative Assembly did for the brilliant, Total War: Warhammer.
Today, we are excited to announce that we are releasing an update for ShadowFX that adds support for DirectX® 12.
One of the mandates of GPUOpen is to give developers better access to the hardware, and this post details extensions for Vulkan and Direct3D12 that expose additional GCN features to developers.
The Barycentrics samples show how to enable intrinsic instructions in your DirectX®11 or DirectX®12 HLSL code.
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.
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.