BlogCategory: Guest blog

Deferred Path Tracing By Enscape

Insights from Enscape as to how they designed a renderer that produces path traced real time global illumination and can also converge to offline rendered image quality.

Vulkan® and DOOM

This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team.

Anatomy Of The Total War Engine: Part IV

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.

Anatomy Of The Total War Engine: Part I

Tamas Rabel, Lead Graphics Programmer on the Total War series provides a detailed look at the Total War renderer as well as digging deep into some of the optimizations that the team at Creative Assembly did for the brilliant, Total War: Warhammer.