How to get the most out of Smart Access Memory (SAM)
Smart Access Memory (SAM) provides the CPU with direct access to all video memory. These guidelines help you to improve CPU and GPU performance using SAM.
Smart Access Memory (SAM) provides the CPU with direct access to all video memory. These guidelines help you to improve CPU and GPU performance using SAM.
This talk by AMD’s Ste Tovey discusses memory management with Vulkan® at Vulkanised 2018.
This tutorial explains how to take advantage of the functionality in RDP v2.1 onwards, which unifies the RMV and RGP functionality from earlier versions to provide a unified workflow.
The final part of this joint series with Quantic Dream discusses shader scalarization, async compute, multithreaded render lists, memory management using our Vulkan Memory Allocator (VMA), and much more.
Part 2 of this joint post between Quantic Dream and AMD looks at non-uniform resource indexing on PC and for AMD cards specifically.
Porting the PS4® game Detroit: Become Human to PC presented some interesting challenges. This first part of a joint collaboration from engineers at Quantic Dream and AMD discusses the decision to use Vulkan® and talks shader pipelines and descriptors.
Radeon™ Memory Visualizer (RMV) is a tool provided by AMD for use by game engine developers. It allows engineers to examine, diagnose, and understand the GPU memory management within their projects.
Sebastian Aaltonen, co-founder of Second Order Ltd, talks about how to optimize GPU occupancy and resource usage of compute shaders that use large thread groups.
A guide to using the Windows Performance Analyzer tool, with a focus on video resources.
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.
An explanation of how GCN hardware coalesces memory operations to minimize traffic throughout the memory hierarchy.
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.