BlogCategory: Getting started

Vulkan® Barriers Explained

Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here.

The Importance of Audio in VR

The AMD TrueAudio Next open-source library and driver-controlled CU Reservation enables dramatically higher levels of audio rendering realism in VR.

Using Vulkan® Device Memory

This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips.

Getting the Most Out of Delta Color Compression

DCC is a domain-specific compression that tries to take advantage of data coherence. It’s lossless, and adapted for 3D rendering. The key idea is to process whole blocks instead of individual pixels.

Vulkan® Renderpasses

Renderpasses are objects designed to allow an application to communicate the high-level structure of a frame to the driver.

HelloD3D12 DirectX® 12 Sample

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.