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Integrating AMD FidelityFX™ into the Ego Engine
Tom Hammersley from Codemasters talks about integrating FidelityFX into the Ego Engine and implementing Contrast Adaptive Sharpening (CAS).
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 Freesync™ 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.
Today, we are excited to announce that we are releasing an update for ShadowFX that adds support for DirectX® 12.
With cluster culling, GeometryFX is able to reject large chunks of the geometry – with corresponding performance increases.
This post is going to look at very subtle changes to improve grain and fine details using the same 3-bit/channel quantization case from the prior post.
Expanding on Advanced Techniques and Optimization of VDR Color Pipelines: Details on the generation of film grain ideal for transfer functions like sRGB.