AMD FidelityFXâ„¢ Stochastic Screen Space Reflections (SSSR)
The AMD FidelityFX SSSR effect provides an open-source library to easily integrate stochastic screen space reflections into your game.
The AMD FidelityFX SSSR effect provides an open-source library to easily integrate stochastic screen space reflections into your game.
AMD FidelityFX Combined Adaptive Compute Ambient Occlusion (CACAO) is an AMD RDNAâ„¢ architecture optimized implementation of ambient occlusion.
AMD FidelityFX Single Pass Downsampler (SPD) provides an AMD RDNAâ„¢ architecture optimized solution for generating up to 12 MIP levels of a texture.
Highlights include further optimization of the physics simulation shaders, new rendering features, documentation and tutorials, and an updated TressFX Exporter for Autodesk® Maya®.
Tom Hammersley from Codemasters talks about integrating FidelityFX into the Ego Engine and implementing Contrast Adaptive Sharpening (CAS).
Cauldron is a framework for rapid prototyping that will be used in AMD SDK samples and effects. It supports Direct3D 12 and Vulkan®.
AMD FidelityFX Cauldron Framework is our open-source experimentation framework for DirectX®12 and Vulkan®, provided in the AMD FidelityFX SDK.
AMD FidelityFX Contrast Adaptive Sharpening (CAS) provides a mixed ability to sharpen and optionally scale an image.
The first in a series of four tutorials related to AMD Freesyncâ„¢ Premium Pro HDR. This tutorial covers terminology related to color.
One thing which is often forgotten is shadow map rendering. As the tessellation level of the terrain is not optimized for the shadow camera, but for the primary camera, this often results in a very strong mismatch and shadow maps end up getting extremely over-tessellated.
Follow up on VDR and practical advice on adapting a game’s tonemapping pipeline to both traditional display signals and new HDR output signals.
Tamas Rabel talks about how Total War: Warhammer utilized asynchronous compute to extract some extra GPU performance in DirectX® 12 and delves into the process of moving some of the passes in the engine to asynchronous compute pipelines.