Foliage in AMD FidelityFX™ Brixelizer GI
In this two-part blog series, we will investigate Brixelizer GI to pinpoint the problems faced with foliage-heavy scenes and then look solutions to adding support.
In this two-part blog series, we will investigate Brixelizer GI to pinpoint the problems faced with foliage-heavy scenes and then look solutions to adding support.
This article describes Brixelizer GI’s functionality to better highlight the problem with foliage.
To improve the quality of foliage in Brixelizer GI, we must modify the algorithm to support alpha-clipped geometry.
As of FidelityFX SDK version 1.1, Brixelizer and Brixelizer GI are now unleashed to world so in this article we aim to discuss a few practical use cases and provide you with some tips you can apply for getting the most performance out of Brixelizer in your application.
AMD FidelityFX Super Resolution (FSR) 3.1 is now available. This post details some of the major updates to this latest change to FSR.
The AMD FidelityFX SDK v1.1 is now available. This update introduces three new FidelityFX™ technologies: FSR 3.1, Breadcrumbs, and BrixelizerGI.
We’re proud to introduce a brand-new FidelityFX technology: AMD FidelityFX Breadcrumbs. Breadcrumbs is a cross-platform library for post-morten analysis of GPU crashes.
AMD FidelityFX™ Brixelizer GI is compute-based real-time dynamic global illumination solution built upon sparse distance fields.
AMD FidelityFX Breadcrumbs library uses the breadcrumbs marker technique to track down where your submitted commands cause a GPU crash.
FSR 3.1 is now available for gamers to experience first hand. Find out more with this AMD.com blog post.
With the introduction of Microsoft’s DirectSR, the need to integrate many super resolution APIs has been reduced. Instead, developers may integrate just one API – Microsoft DirectSR.
Learn about how AMD FSR 3 was integrated into the Snowdrop engine, which issues were faced and how the integration helped to improve FSR 3.