Welcome to GPUOpen’s first ever “Let’s build…” virtual event!

This Friday 15th May, join us here on the GPUOpen website as we share six brand new video presentations on a range of topics, including optimizations, our developer tools, and our new effects. Each one goes into high level of detail you would expect from us, and will leave you with the knowledge to make your game or high performance graphics application even better. 

| WHAT'S ON OFFER?

  • AMD Ryzen™ Processor Software Optimization
  • Optimizing for the Radeon™ RDNA Architecture
  • From Source to ISA: A Trip Down the Shader Compiler Pipeline
  • A Review of GPUOpen Effects
  • Curing Amnesia and Other GPU Maladies With AMD Developer Tools
  • Radeon ProRender Full Spectrum Rendering 2.0: The Universal Rendering API

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. Examples may include C/C++, assembly, and hardware performance-monitoring counters.

Attendees will learn optimizations for the high-performance AMD “Zen 2” microarchitecture.

Intended Audience

This presentation contains materials for C/C++ and assembly programmers specializing in core game engine performance and implementation.

Presented by:

Ken Mitchell (CPU Developer Technology Team Lead, AMD)

When AMD introduced its Navi family of GPUs, it also introduced a whole new GPU architecture: RDNA. This architecture is not only used in AMD GPUs for PC, but also in next-generation consoles. Join the session to learn about the details of RDNA and how it differs from the previous GCN architecture. We will also be presenting examples of optimizations based on the case study of implementing an efficient downsampler covering topics such as characteristics of workload distribution, shader optimizations, and efficient texture access.

Presented by:

Lou Kramer (Developer Technology Engineer, AMD)

Shader compilers can be easily confused for dragons -- they devour innocent developers, and instead of optimal code, they spew fire. Only the toughest adventurers well versed in the arcane knowledge of how to tame them used to stand a chance.

Until today! Together, we will uncover the dark secrets of the shader compiler and tame this fiery beast. Our journey will take us from the original source code down to the RDNA ISA. We'll leave no stone unturned when it comes to giving you a deep understanding of compilers. We will arm you with knowledge about control-flow, bindless resource access and scalarization which is directly applicable to problems you're facing daily at work.

At the frontend, we will look at DXC and how it produces intermediate representations. At the backend, we will discuss the arts of instruction selection, scheduling, and register allocation for the RDNA instruction set.

Throughout the whole trip, we will provide you with practical examples from real-world applications and look at them through the compiler's eyes. At the end, you will have a solid understanding of your shader compiler and write performant shaders with ease.

Presented by:

Matthaeus Chajdas (Developer Technology Architect, AMD) 
Nicolai Hähnle (Senior Member of Technical Staff, AMD)

GPUOpen provides a variety of source code projects for game developers of all levels, with a permissive license to allow code modifications and integration into titles to take place. This presentation will provide a technical overview of existing and new graphics Effects available in GPUOpen and detail integration procedures for them.

Effects covered will include FEMFX (a multithreaded CPU deformable physics library), FidelityFX (a series of image quality-enhancement techniques), TressFX (hair simulation & rendering), Radeon ProRender (physically based light transport simulator) as well as brand-new techniques not publicly shown before.

Presented by:

Jason Lacroix (Developer Technology Engineer, AMD)

Meet the newest tool in AMD's Radeon tool suite - the Radeon Memory Visualizer. Historically, understanding in detail how GPU memory is being used in your game has been a challenge. It has been difficult to answer questions about memory allocations, resource bindings, page mappings, memory residency, heap over-subscription, memory leaks and more.

In this presentation AMD will introduce the Radeon Memory Visualizer, a new tool designed to help answer these questions. We will show through a live demo how this tool can be used to identify and solve common memory issues in your title. We will also provide updates on the other tools in AMD's Radeon tool suite – Radeon GPU Profiler and Radeon GPU Analyzer, both of which have had recent significant enhancements.

Presented by:

Gordon Selley (Senior Manager, GPU developer tools, AMD), Chris Hesik (PMTS Software Development Engineer, AMD), and Amit Ben-Moshe (SMTS Software Development Engineer, AMD)

We are introducing the new version of Radeon ProRender 2.0, the Universal Rendering API. In addition to producing final rendering, the Universal Rendering API augments viewport rendering with interactivity and photorealistic quality.

We will describe new features in details and demo the capabilities they enable. This API allows both Gaming and Pro content creation to have a joined ecosystem for rendering content.

Presented by:

Dmitry Kozlov (SMTS Software Development Engineer, AMD) and Takahiro Harada (PMTS Software Development Engineer, AMD)

Let's build... 2020 is now available

| WHAT'S ON OFFER?

AMD Ryzen™ Processor Software Optimization

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. Examples may include C/C++, assembly, and hardware performance-monitoring counters.

Attendees will learn optimizations for the high-performance AMD “Zen 2” microarchitecture.

Intended Audience

This presentation contains materials for C/C++ and assembly programmers specializing in core game engine performance and implementation.

Presented by:

Ken Mitchell (CPU Developer Technology Team Lead, AMD)

Optimizing for the Radeon™ RDNA Architecture

When AMD introduced its Navi family of GPUs, it also introduced a whole new GPU architecture: RDNA. This architecture is not only used in AMD GPUs for PC, but also in next-generation consoles. Join the session to learn about the details of RDNA and how it differs from the previous GCN architecture. We will also be presenting examples of optimizations based on the case study of implementing an efficient downsampler covering topics such as characteristics of workload distribution, shader optimizations, and efficient texture access.

Presented by:

Lou Kramer (Developer Technology Engineer, AMD)

From Source to ISA: A Trip Down the Shader Compiler Pipeline

Shader compilers can be easily confused for dragons — they devour innocent developers, and instead of optimal code, they spew fire. Only the toughest adventurers well versed in the arcane knowledge of how to tame them used to stand a chance.

Until today! Together, we will uncover the dark secrets of the shader compiler and tame this fiery beast. Our journey will take us from the original source code down to the RDNA ISA. We’ll leave no stone unturned when it comes to giving you a deep understanding of compilers. We will arm you with knowledge about control-flow, bindless resource access and scalarization which is directly applicable to problems you’re facing daily at work.

At the frontend, we will look at DXC and how it produces intermediate representations. At the backend, we will discuss the arts of instruction selection, scheduling, and register allocation for the RDNA instruction set.

Throughout the whole trip, we will provide you with practical examples from real-world applications and look at them through the compiler’s eyes. At the end, you will have a solid understanding of your shader compiler and write performant shaders with ease.

Presented by:

Matthaeus Chajdas (Developer Technology Architect, AMD) 

A Review of GPUOpen Effects

GPUOpen provides a variety of source code projects for game developers of all levels, with a permissive license to allow code modifications and integration into titles to take place. This presentation will provide a technical overview of existing and new graphics Effects available in GPUOpen and detail integration procedures for them.

Effects covered will include FEMFX (a multithreaded CPU deformable physics library), FidelityFX (a series of image quality-enhancement techniques), TressFX (hair simulation & rendering), Radeon ProRender (physically based light transport simulator) as well as brand-new techniques not publicly shown before.

Presented by:

Jason Lacroix (Developer Technology Engineer, AMD)

Curing Amnesia and Other GPU Maladies With AMD Developer Tools

Meet the newest tool in AMD’s Radeon tool suite – the Radeon Memory Visualizer. Historically, understanding in detail how GPU memory is being used in your game has been a challenge. It has been difficult to answer questions about memory allocations, resource bindings, page mappings, memory residency, heap over-subscription, memory leaks and more.

In this presentation AMD will introduce the Radeon Memory Visualizer, a new tool designed to help answer these questions. We will show through a live demo how this tool can be used to identify and solve common memory issues in your title. We will also provide updates on the other tools in AMD’s Radeon tool suite – Radeon GPU Profiler and Radeon GPU Analyzer, both of which have had recent significant enhancements.

Presented by:

Gordon Selley (Senior Manager, GPU developer tools, AMD), Chris Hesik (PMTS Software Development Engineer, AMD), and Amit Ben-Moshe (SMTS Software Development Engineer, AMD)

Radeon ProRender Full Spectrum Rendering 2.0: The Universal Rendering API

We are introducing the new version of Radeon ProRender 2.0, the Universal Rendering API. In addition to producing final rendering, the Universal Rendering API augments viewport rendering with interactivity and photorealistic quality.

We will describe new features in details and demo the capabilities they enable. This API allows both Gaming and Pro content creation to have a joined ecosystem for rendering content.

Presented by:

Dmitry Kozlov (SMTS Software Development Engineer, AMD) and Takahiro Harada (PMTS Software Development Engineer, AMD)

| PREVIOUS EVENT PRESENTATIONS

AMD has always had a strong presence at the Game Developers Conference, sharing our knowledge with games developers through many engaging and informative sessions. You can find out more about each year’s session through the pages below. 

If you want to get straight to the action, search our repository underneath, which also includes presentations from non-GDC events listed. Almost as good as being there!

| WELCOME TO GPUOPEN'S EXTREMELY USEFUL PRESENTATION REPOSITORY

Browse our 70+ presentations in this table, or search the title/description fields below. All presentations will open in a new window.

NameDescriptionEventYear
Efficient Rendering in The Division 2Advanced Graphics Techniques Tutorial. Presented by Calle Lejdfors (Ubisoft), Raul Aguaviva (AMD) [52Mb]]GDC2019
4 Million Acres, Seriously! GPU-Based Procedural Terrains in Serious Sam 4Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [22Mb]GDC2019
Surfing The Wave(front)s With Radeon GPU ProfilerAdvanced Graphics Techniques Tutorial. Presented by Dominik Baumeister (AMD) [81Mb]GDC2019
Debugging and Profiling DXR and Vulkan Ray-TracingAdvanced Graphics Techniques Tutorial. Presented by Aurelio Reis [81Mb]GDC2019
High Zombie Throughput in Modern GraphicsAdvanced Graphics Techniques Tutorial. Presented by Anton Krupkin (Saber), Denis Sladkov (Saber) [88Mb]GDC2019
Breaking Down Barriers: An Introduction to GPU SynchronisationAdvanced Graphics Techniques Tutorial. Presented by Matt Pettineo (Ready at Dawn) [24Mb]GDC2019
Wakes, Explosions and Lighting: Interactive Water Simulation in AtlasAdvanced Graphics Techniques Tutorial. Presented by Mark Mihelich (Studio Wildcard), Tim Tcheblokov (NVIDIA) [99Mb]GDC2019
Enabling Real-Time Light Baking Workflows in Saber Engine with AMD Radeon RaysAMD Sponsored Session. Presented by Dmitry Kozlov (AMD), Max Gridnev (Saber) [2.6Mb]GDC2019
AMD Ryzen Processor Software OptimisationAMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.2Mb]GDC2019
Powering Spatial Audio on GPUs Through Hardware, Software and ToolsAMD Sponsored Session. Presented by Lakulish Antani (Valve), Carl Wakeland (AMD) [31Mb]GDC2019
DirectX 12 Optimisation Techniques on Biohazard RE:2 and Devil May Cry 5AMD Sponsored Session. Presented by Ojiro Tanaka (Capcom), Ash Smith (AMD) [44Mb]GDC2019
A Blend of GCN Optimisation and Colour ProcessingAMD Sponsored Session. Presented by Timothy Lottes (AMD), Jordan Logan (AMD) [19Mb]GDC2019
AMD GPU Performance RevealedAMD Sponsored Session. Presented by Amit Ben-Moshe (AMD), Rodrigo Urra (AMD) [11Mb]GDC2019
New Techniques for Accurate Real-Time ReflectionsAdvanced Graphics Techniques Tutorial. Presented by Max McMullen (Microsoft), Max Aizenshtein (Futuremark) [6.3Mb]GDC2018
Memory management in Vulkan and DX12Advanced Graphics Techniques Tutorial. Presented by Adam Sawicki (AMD) [1.7Mb]GDC2018
The Latest Graphics Technology in Remedy’s Northlight EngineAdvanced Graphics Techniques Tutorial. Presented by Tatu Aalto (Remedy) [12.6Mb]GDC2018
GPU-based clay simulation and ray-tracing tech in ClaybookAdvanced Graphics Techniques Tutorial. Presented by Sebastian Aaltonen (Second Order) [24.4Mb]GDC2018
The Elusive Frame Timing: A Case Study for Smoothness Over SpeedAdvanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [5.8Mb]GDC2018
Water rendering in Far Cry 5Advanced Graphics Techniques Tutorial. Presented by Bane Grujic (Ubisoft), Cristian Cutocheras (AMD) [808Mb]GDC2018
Real-time ray-tracing techniques for integration into existing renderersAMD Sponsored Session. Presented by Takahiro Harada [3.0Mb]GDC2018
The Art of Profiling – Radeon GPU Profiler & RenderDocAMD Sponsored Session. Presented by Gordon Selley (AMD), Baldur Karlsson (RenderDoc), Navin Patel (AMD), Herb Marselas (AMD), Budi Purnomo (AMD) [11.8Mb]GDC2018
Simulating and Rendering Physically-Realistic Curly HairAMD Sponsored Session. Presented by Zheng Qiqiang (Netease), Sean Skelton (AMD) [173.0Mb]GDC2018
Taking the Red Pill – Using Radeon GPU Profiler to look inside your gameAMD Sponsored Session. Presented by Jason Stewart (AMD), Rolando Caloca (Epic) [10.6Mb]GDC2018
Engine Optimization Hot LapAMD Sponsored Session. Presented by Timothy Lottes [10.2Mb]GDC2018
Optimizing for the AMD Ryzen™ family of CPU and APU processorsAMD Sponsored Session. Presented by Ken Mitchell (AMD), Elliot Kim (AMD) [1.4Mb]GDC2018
D3D12 and Vulkan Done RightAdvanced Graphics Techniques Tutorial. Presented by Gareth Thomas (AMD) [0.7Mb]GDC2017
Wave Programming in D3D12 and VulkanAdvanced Graphics Techniques Tutorial. Presented by David Lively (AMD) & Holger Gruen (NVIDIA) [2.1Mb]GDC2017
Async Compute – Deep DiveAdvanced Graphics Techniques Tutorial. Presented by Alex Dunn (NVIDIA) & Stephan Hodes (AMD) [0.9Mb]GDC2017
Moving to DirectX 12: Lessons LearnedAdvanced Graphics Techniques Tutorial. Presented by Tiago Rodrigues (Ubisoft Montreal) [13.2Mb]GDC2017
Cinematic Depth of FieldAdvanced Graphics Techniques Tutorial. Presented by Karl Hillesland (AMD) [0.8Mb]GDC2017
D3D12 & Vulkan: Lessons learnedPresented by Matthaeus Chajdas (AMD) [1.2Mb]GDC2017
Advanced Shader Programming on GCNPresented by Timothy Lottes (AMD) [0.7Mb]GDC2017
Real-Time Finite Element Method (FEM) and TressFX 4.0Presented by Eric Larsen (AMD) and Dongsoo Han (AMD) [0.8Mb]GDC2017
Explicit DirectX 12 Multi GPU renderingPresented by Raul Aguaviva (AMD) & Dan Baker (Oxide Games) [2.5Mb]GDC2017
True Audio Next and Multimedia AMD APIs in games and VR applications developmentPresented by Mikhail Mironov (AMD) & Pavel Siniavine (AMD) [1.9Mb]GDC2017
Radeon ProRender and Radeon Rays in a Gaming rendering workflowPresented by Dmitry Kozlov (AMD) & Takahiro Harada (AMD) [4.3Mb]GDC2017
A Sampling of UE4 Rendering ImprovementsCapsaicin and Cream Session [Video]. Presented by Arne Schober (Epic) [1.3Mb]GDC2017
Scriptable Rendering PipelineCapsaicin and Cream Session [Video]. Presented by Aras Pranckevicius (Unity) [3.8Mb]GDC2017
Improving Texture Compression in GamesCapsaicin and Cream Session [Video]. Presented by Stephanie Hurlburt (Binomial) [0.3Mb]GDC2017
How We Rethought Compression in GamesCapsaicin and Cream Session [Video]. Presented by Tamas Rabel (Creative Assembly) [2.5Mb]GDC2017
Subsurface Scattering in Unreal's Forward RendererCapsaicin and Cream Session [Video]. Presented by Tom Sanocki (Limitless) and Dave Wilkinson (AMD) [1.1Mb]GDC2017
D3D12 Future, VR and BeyondCapsaicin and Cream Session [Video]. Presented by Dan Baker (Oxide) [1.2Mb]GDC2017
Optimizing for AMD Ryzen CPUPresented by Kenneth Mitchell (AMD) & Elliot Kim (AMD) [1.9Mb]GDC2017
Practical DirectX 12 - Programming Model and Hardware CapabilitiesPresented by Gareth Thomas (AMD), Alex Dunn (NVIDIA) [1.2Mb]GDC2016
Vulkan Fast PathsPresented by Graham Sellers (AMD), Timothy Lottes (AMD), Matthaeus Chajdas (AMD) [1.5Mb]GDC2016
Let Your Game Shine - Optimizing DirectX 12 and Vulkan Performance with AMD CodeXLPresented by Doron Ofek (AMD) [1.7Mb]GDC2016
Right on Queue: Advanced DirectX 12 ProgrammingStephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide) [1.6Mb]GDC2016
D3D12 & Vulkan: Lessons LearnedPresented by Matthaeus Chajdas (AMD) [6Mb]GDC2016
Advanced Techniques and Optimization of HDR Color PipelinesPresented by Timothy Lottes (AMD) [8.3Mb]GDC2016
LiquidVR™ Today and TomorrowPresented by Guennadi Riguer (AMD) [3.6Mb]GDC2016
Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRaysPresented by Takahiro Harada (AMD), Dmitry Kozlov (AMD) [49.5Mb]GDC2016
GPUOpen - Unlocking Game Development with Open SourcePresented by Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal) and others [5.0Mb]GDC2016
Getting the Best out of D3D12Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Evan Hart, Principal Engineer, NVIDIA [4.7Mb]GDC2015
Visual Effects in Star CitizenPresented by Alistair Brown, Director of Graphics Programming, Cloud Imperium [120Mb]GDC2015
Advancements In Tiled RenderingPresented by Gareth Thomas, Developer Technology Engineer, AMD [27.4Mb]GDC2015
Low Latency and Stutter-Free Rendering in VR and Graphics ApplicationsPresented by Layla Mah, Lead Architect, VR & Advanced Rendering, AMD [34.7Mb]GDC2015
Optimizing Games for Graphics Core Next Architecture using AMD Graphics ToolsPresented by Gordon Selley and Sigal Algranaty, Software Development Engineers, AMD [24.9Mb]GDC2015
Augmented Hair in Deus Ex Universe Projects – TressFX 3.0Presented by Jason Stewart, Software Engineer, AMD and Uriel Doyon, 3D Programmer, Eidos-Montréal [25Mb]GDC2015
D3D12 A new meaning for efficiency and performancePresented by Dave Oldcorn, Software Engineering Fellow, AMD; Stephan Hodes, Developer Technology Engineer, AMD; Max McMullen, Principal Development Lead, Microsoft; Dan Baker, Graphics Architect, Oxide Games [4.1Mb]GDC2015
Optimising a AAA Vulkan Title on DesktopPresented by Lou Kramer, 20 May 2019, Vulkanised, Cambridge, UK [3.6Mb]Vulkanised2019
Triangles Are Precious – Let’s Treat Them with CarePresented by Dominik Baumeister, 23 May 2019, Nordic Game, Malmö, Sweden [4.0Mb]Nordic Game2019
Contrast Adaptive Sharpening (CAS)Presented by Lou Kramer, June 2019 [54.1Mb]AMD Developer Day2019
Make Your Game Friendly for Graphics Debugging and OptimizationPresented by Adam Sawicki, 27 May 2019, Digital Dragons, Kraków, Poland [2.1Mb]Digital Dragons2019
Porting your engine to Vulkan or DX12Presented by Adam Sawicki at Digital Dragons, Kraków, Poland [Video] [15.3Mb]Digital Dragons2018
Optimize Your Engine Using ComputePresented by Lou Kramer (AMD) in Prague [Video] [2.9Mb]4C2018
The Most Common Vulkan MistakesPresented by Dominik Witczak (AMD) at the University of Lodz in Poland [1.7Mb]Other2016
clSPARSE: A Vendor-Optimized Open Source Sparse BLAS LibraryPresented by Joseph Greathouse, Kent Knox, Kiran Varaganti and Mayank Daga (AMD) and Jakub Poła (University of Wrocław and Vratis, Ltd.) [1.7Mb]IWOCL, Vienna2016
Heterogeneous Computing for an Internet of Things WorldKeynote presented by Scott Aylor, Corporate Vice President & GM, AMD Embedded Solutions [13.6Mb]Embedded WC, Germany2015
Accelerating Computer Vision and Image Processing via Heterogeneous Compute…TransparentlyPresented by Raghunath Rao, Ph.D. and Harris Gasparakis, Ph.D. [3.1Mb]Embedded WC, Germany2015
Evolution of Multimedia & DisplayPresented by Mazen Salloum [8.9Mb]Embedded WC, Germany2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIsPresented by Stephan Hodes, AMD [0.7Mb]GDC Europe2015
Optimization with Radeon GPU Profiler - A Vulkan Case StudyPresented by Gregory Mitrano (AMD) [5.3Mb]OtherUnknown