Updated Radeon ProRender 2 SDK now available with many new features
Read about Cryptomatte support, light group AOVs, deformation motion blur, homogeneous volume support, and our toon material in Radeon™ ProRender.
Read about Cryptomatte support, light group AOVs, deformation motion blur, homogeneous volume support, and our toon material in Radeon™ ProRender.
Compressonator v4.1 adds SNORM support for BC4 and BC5, MIP map filter support using either GPU or CPU, GPU-based compression and MIP map generation, and much more.
AGS v5.4.1 now out, which includes GetWaveSize intrinsics as well as BaseInstance and BaseVertex for indirect drawing.
The Windows version of Compressonator 4.0 supports GPU encoding with DirectX® Compute (DXC) or OpenCL™ (OCL) shaders.
The latest version of Compressonator is now available, featuring new BCn codec kernels, framework interfaces, cube maps, and more.
Higher levels of realism and believability can be achieved when accurate sound reflections are deployed in a game or experience. Spatialized, physically generated reflections can achieve this goal.
Due to architectural differences between Zen and our previous processor architecture, Bulldozer, developers need to take care when using the Windows® APIs for processor and core enumeration.
Croteam’s Karlo Jez writes about AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library.
Guide to using the shader compiler control API in AGS 5.0
This guest post by Croteam’s Karlo Jez gives a detailed look at how Affinity Multi-GPU support was added to their game engine.
RapidFire SDK captures and encodes the input images entirely on the GPU and then copies the encoded result into the system memory for processing on the CPU.
The AMD TrueAudio Next open-source library and driver-controlled CU Reservation enables dramatically higher levels of audio rendering realism in VR.