
Performant Reflective Beauty – Hybrid Raytracing with Far Cry 6 – YouTube link
This session covers the collaboration between AMD and Ubisoft on Far Cry 6, implementing Hybrid RayTraced Reflections.
This session covers the collaboration between AMD and Ubisoft on Far Cry 6, implementing Hybrid RayTraced Reflections.
This Digital Dragons 2021 talk presents the current state of access to memory resources through the DirectX® 12 and Vulkan® APIs.
Find out how to read and understand graphs in Radeon GPU Profiler and GPUView in order to optimize your game more effectively.
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.
Join AMD on an adventure thru Zen 2 and Zen 3 processors which power today’s game consoles and PCs. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multi-threading. Journey across the sands of silicon to master microarchitecture and uncover best practices!
Design faster. Render faster. Iterate faster. Our one-stop resource for getting great AMD Ryzen performance.
This presentation by one of our engineers at GIC 2020 provides an introduction to the graphics pipeline.
This talk by AMD’s Lou Kramer at 4C in 2018 discusses optimising your engine using compute.
This talk by AMD’s Lou Kramer discusses optimising AAA Vulkan® titles on desktop.
Join AMD Game Engineering team members for an introduction to the AMD Ryzen family of processors followed by advanced optimization topics.
Learn about the high-performance AMD Zen 2 microarchitecture and profiling tools. Gain insight into code optimization opportunities and lessons learned.
This video will take you from the original source code down to the RDNA ISA. It covers control-flow, bindless resource access and scalarization, along with DXC, instruction selection, scheduling, and register allocation for the RDNA instruction set.
Learn about the details of RDNA and how it differs from the previous GCN architecture. Includes examples of optimizations based on the case study of implementing an efficient downsampler. Covers topics such as characteristics of workload distribution, shader optimizations, and efficient texture access.