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AMD at GDC 2022
GDC 2022 is just around the corner, so why not take some time to get ahead of the game and check out all of our upcoming GDC talks?
GDC 2022 is just around the corner, so why not take some time to get ahead of the game and check out all of our upcoming GDC talks?
AMD was recently involved in an exciting rendering challenge for teams taking part in AWS GameDay as part of AWS re:Invent 2021.
This Digital Dragons 2021 talk presents the current state of access to memory resources through the DirectX® 12 and Vulkan® APIs.
Find out how to take a closer look at how FSR works, and get inspiration for how to integrate it into your own engine.
A wonderful Saturday in Shanghai! Check out the first stop of AMD’s GPUOpen Tech-Sharing Salon at ChinaJoy 2021.
Join AMD on an adventure thru Zen 2 and Zen 3 processors which power today’s game consoles and PCs. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multi-threading. Journey across the sands of silicon to master microarchitecture and uncover best practices!
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.
This presentation by one of our engineers at GIC 2020 provides an introduction to the graphics pipeline.
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 discusses how subsurface scattering is implemented in Unreal Engine’s forward renderer. Because UE4 implements subsurface scattering as a screen space effect, it wasn’t available on the forward path by default, so a new technique had to be implemented, and one that had to still work with the UE4 material system and editor.
How Creative Assembly have evolved their engine, which originally targeted DirectX® 9, to abstract over the disparate graphics APIs they need to support for Warhammer now, including DirectX®12.
Binomial are the creators of Basis, a very exciting new take on multi-platform texture compression that has wide applicability, and not just to games. This talk by Stephanie Hurlburt is a great primer on Basis and the problems it’s designed and engineered to solve.