RPS Tutorial Part 2 – Exploring Render Graphs and RPSL
In this tutorial part, we will answer key questions regarding RPSL, and we’ll develop a deeper understanding of the RPS render graph.
In this tutorial part, we will answer key questions regarding RPSL, and we’ll develop a deeper understanding of the RPS render graph.
This tutorial guides the reader through extended RPS API usage for data interoperation of the host app and the RPS runtime.
Compressonator v4.3 is out now! v4.3 features Brotli-G lossless compression, multi-texture mipmap generation, and much more.
In this video Zhuo Chen takes a look at the overview of the design and implementation of the AMD Render Pipeline Shaders SDK!
The Render Pipeline Shaders (RPS) SDK provides a framework for graphics engines to use Render Graphs with explicit APIs.
Render Pipeline Shaders (RPS) SDK is now available for open beta access!
HIP RT is a new ray tracing library for HIP. It makes it easy to write a ray tracing app using HIP. Check out this page for more information.
Orochi is a library that loads HIP and CUDA driver APIs dynamically at runtime, eliminating the overhead of maintaining separate backends.
Find out more about the latest releases of VMA and D3DMA – our easy-to-integrate memory allocation libraries for Vulkan® and Direct3D® 12.
Introducing support for Apple M1, heterogeneous volume, and deepEXR. Plus improved CPU rendering, and toon contour rendering.
Compressonator v4.2 brings improvements for BC1 and BC7 codecs, plus API, SDK, and CMake updates.
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.