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Vulkan’s Best Practice layer now has AMD-specific checks
Introducing AMD checks for the Vulkan® Best Practice validation layer! Find out more about how it now incorporates many of our performance suggestions.
Introducing AMD checks for the Vulkan® Best Practice validation layer! Find out more about how it now incorporates many of our performance suggestions.
This latest release adds support for GPU cache counters, Vulkan® ray tracing, the latest RDNA™ 2 GPUs, and more.
This latest release adds support for GPU cache counters, Vulkan® ray tracing, the latest RDNA™ 2 GPUs, and more.
Our latest developer driver has just been released, providing initial support for the Vulkan VK_KHR_synchronization2 extension.
Read about the Vulkan® ray tracing extensions now supported by our latest driver.
This talk by AMD’s Ste Tovey discusses memory management with Vulkan® at Vulkanised 2018.
This talk by AMD’s Lou Kramer discusses optimising AAA Vulkan® titles on desktop.
A talk by AMD’s Jordan Logan and Saber Interactive’s Nikolai Petrov at Reboot DEVELOPRED in 2019.
This talk by AMD’s Adam Sawicki at Digital Dragons in 2018 discusses how to port your engine to Vulkan® or DirectX®12.
Read about the three new Vulkan® extensions in the latest release of our Radeon™ Software Adrenalin Edition driver 20.9.2: VK_KHR_buffer_device_address, VK_EXT_robustness2, and VK_EXT_shader_image_atomic_int64.
Engineers from Quantic Dream and AMD discuss the challenges involved in porting Detroit: Become Human from Playstation 4 to PC.
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.