Discover our engineers in the wild!
We regularly send our talented engineers to present at various industry conferences to share their knowledge and experience with the wider game developer audience, often in conjunction with other game developers.
These engaging and informative sessions range from talks for beginners to complex discussions for experienced developers, and of course introducing and demonstrating new products or major feature updates to our existing products.
This page provides an index for the main events we attend, but we also have a presentations page, a publications page, and a videos page which you may also find useful.
Jump to the section you need:
Game Developers Conference (GDC) 2023
We very much enjoyed seeing so many of you at GDC 2023!
We were delighted to have been invited to present at the Advanced Graphics Summit again this year with a talk on our solution for two-level radiance caching.
Our six sponsored sessions this year covered some exciting and significant developments with our AMD FidelityFX™ technologies, a look at Microsoft® DirectStorage, and our ever-popular presentations on how to optimize performance with Ryzen™ processors, and the latest details from our tools team.
Read our report on GDC and our announcements with the link to your right!
AMD has always had a strong presence at the Game Developers Conference, and GDC 2022 was no exception.
We had sessions covering the details of the newly-announced AMD FidelityFX Super Resolution 2 (FSR 2), introduced our new Radeon™ Raytracing Analyzer, and shared the stage with AAA developers to go behind the scenes with the development of their games.
You can watch the videos and grab the slides on our GDC 2022 page – almost as good as being there!
Previous years at GDC
Were you there in previous years, or just want to catch up on what you missed? Have a read of our blogs from GDCs of the past.
If you just want to dive right into all our GDC presentations, you’ll find them here:
|Getting the Best out of D3D12||Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Evan Hart, Principal Engineer, NVIDIA [4.7MB]||GDC||2015|
|Visual Effects in Star Citizen||Presented by Alistair Brown, Director of Graphics Programming, Cloud Imperium [120MB]||GDC||2015|
|Advancements In Tiled Rendering||Presented by Gareth Thomas, Developer Technology Engineer, AMD [27.4MB]||GDC||2015|
|Low Latency and Stutter-Free Rendering in VR and Graphics Applications||Presented by Layla Mah, Lead Architect, VR & Advanced Rendering, AMD [34.7MB]||GDC||2015|
|Optimizing Games for Graphics Core Next Architecture using AMD Graphics Tools||Presented by Gordon Selley and Sigal Algranaty, Software Development Engineers, AMD [24.9MB]||GDC||2015|
|Augmented Hair in Deus Ex Universe Projects - TressFX 3.0||Presented by Jason Stewart, Software Engineer, AMD and Uriel Doyon, 3D Programmer, Eidos-Montréal [25MB]||GDC||2015|
|D3D12 A new meaning for efficiency and performance||Presented 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]||GDC||2015|
|DX12 & Vulkan: Dawn of a New Generation of Graphics APIs||Presented by Stephan Hodes, AMD [0.7MB]||GDC Europe||2015|
|Practical DirectX 12 - Programming Model and Hardware Capabilities||Presented by Gareth Thomas (AMD), Alex Dunn (NVIDIA) [1.2MB]||GDC||2016|
|Vulkan Fast Paths||Presented by Graham Sellers (AMD), Timothy Lottes (AMD), Matthaeus Chajdas (AMD) [1.5MB]||GDC||2016|
|Let Your Game Shine - Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL||Presented by Doron Ofek (AMD) [1.7MB]||GDC||2016|
|Right on Queue: Advanced DirectX 12 Programming||Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide) [1.6MB]||GDC||2016|
|D3D12 & Vulkan: Lessons Learned||Presented by Matthaeus Chajdas (AMD) [6MB]||GDC||2016|
|Advanced Techniques and Optimization of HDR Color Pipelines||Presented by Timothy Lottes (AMD) [8.3MB]||GDC||2016|
|LiquidVR Today and Tomorrow||Presented by Guennadi Riguer (AMD) [3.6MB]||GDC||2016|
|Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays||Presented by Takahiro Harada (AMD), Dmitry Kozlov (AMD) [49.5MB]||GDC||2016|
|GPUOpen - Unlocking Game Development with Open Source||Presented by Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal) and others [5.0MB]||GDC||2016|
|D3D12 and Vulkan Done Right||Advanced Graphics Techniques Tutorial. Presented by Gareth Thomas (AMD) [0.7MB]||GDC||2017|
|Wave Programming in D3D12 and Vulkan||Advanced Graphics Techniques Tutorial. Presented by David Lively (AMD) & Holger Gruen (NVIDIA) [2.1MB]||GDC||2017|
|Async Compute Deep Dive||Advanced Graphics Techniques Tutorial. Presented by Alex Dunn (NVIDIA) & Stephan Hodes (AMD) [0.9MB]||GDC||2017|
|Moving to DirectX 12: Lessons Learned||Advanced Graphics Techniques Tutorial. Presented by Tiago Rodrigues (Ubisoft Montreal) [13.2MB]||GDC||2017|
|Cinematic Depth of Field||Advanced Graphics Techniques Tutorial. Presented by Karl Hillesland (AMD) [0.8MB]||GDC||2017|
|D3D12 & Vulkan: Lessons learned||Presented by Matthaeus Chajdas (AMD) [1.2MB]||GDC||2017|
|Advanced Shader Programming on GCN||Presented by Timothy Lottes (AMD) [0.7MB]||GDC||2017|
|Real-Time Finite Element Method (FEM) and TressFX 4.0||Presented by Eric Larsen (AMD) and Dongsoo Han (AMD) [0.8MB]||GDC||2017|
|Explicit DirectX 12 Multi GPU rendering||Presented by Raul Aguaviva (AMD) & Dan Baker (Oxide Games) [2.5MB]||GDC||2017|
|True Audio Next and Multimedia AMD APIs in games and VR applications development||Presented by Mikhail Mironov (AMD) & Pavel Siniavine (AMD) [1.9MB]||GDC||2017|
|Radeon ProRender and Radeon Rays in a Gaming rendering workflow||Presented by Dmitry Kozlov (AMD) & Takahiro Harada (AMD) [4.3MB]||GDC||2017|
|A Sampling of UE4 Rendering Improvements||Capsaicin and Cream Session [Video]. Presented by Arne Schober (Epic) [1.3MB]||GDC||2017|
|Scriptable Rendering Pipeline||Capsaicin and Cream Session [Video]. Presented by Aras Pranckevicius (Unity) [3.8MB]||GDC||2017|
|Improving Texture Compression in Games||Capsaicin and Cream Session [Video]. Presented by Stephanie Hurlburt (Binomial) [0.3MB]||GDC||2017|
|How We Rethought Compression in Games||Capsaicin and Cream Session [Video]. Presented by Tamas Rabel (Creative Assembly) [2.5MB]||GDC||2017|
|Subsurface Scattering in Unreal's Forward Renderer||Capsaicin and Cream Session [Video]. Presented by Tom Sanocki (Limitless) and Dave Wilkinson (AMD) [1.1MB]||GDC||2017|
|D3D12 Future, VR and Beyond||Capsaicin and Cream Session [Video]. Presented by Dan Baker (Oxide) [1.2MB]||GDC||2017|
|Optimizing for AMD Ryzen CPU||Presented by Kenneth Mitchell (AMD) & Elliot Kim (AMD) [1.9MB]||GDC||2017|
|New Techniques for Accurate Real-Time Reflections||Advanced Graphics Techniques Tutorial. Presented by Max McMullen (Microsoft), Max Aizenshtein (Futuremark) [6.3MB]||GDC||2018|
|Memory management in Vulkan and DX12||Advanced Graphics Techniques Tutorial. Presented by Adam Sawicki (AMD) [1.7MB]||GDC||2018|
|The Latest Graphics Technology in Remedy's Northlight Engine||Advanced Graphics Techniques Tutorial. Presented by Tatu Aalto (Remedy) [12.6MB]||GDC||2018|
|GPU-based clay simulation and ray-tracing tech in Claybook||Advanced Graphics Techniques Tutorial. Presented by Sebastian Aaltonen (Second Order) [24.4MB]||GDC||2018|
|The Elusive Frame Timing: A Case Study for Smoothness Over Speed||Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [5.8MB]||GDC||2018|
|Water rendering in Far Cry 5||Advanced Graphics Techniques Tutorial. Presented by Bane Grujic (Ubisoft), Cristian Cutocheras (AMD) [808MB]||GDC||2018|
|Real-time ray-tracing techniques for integration into existing renderers||AMD Sponsored Session. Presented by Takahiro Harada [3.0MB]||GDC||2018|
|The Art of Profiling - Radeon GPU Profiler & RenderDoc||AMD Sponsored Session. Presented by Gordon Selley (AMD), Baldur Karlsson (RenderDoc), Navin Patel (AMD), Herb Marselas (AMD), Budi Purnomo (AMD) [11.8MB]||GDC||2018|
|Simulating and Rendering Physically-Realistic Curly Hair||AMD Sponsored Session. Presented by Zheng Qiqiang (Netease), Sean Skelton (AMD) [173.0MB]||GDC||2018|
|Taking the Red Pill - Using Radeon GPU Profiler to look inside your game||AMD Sponsored Session. Presented by Jason Stewart (AMD), Rolando Caloca (Epic) [10.6MB]||GDC||2018|
|Engine Optimization Hot Lap||AMD Sponsored Session. Presented by Timothy Lottes [10.2MB]||GDC||2018|
|Optimizing for the AMD Ryzen family of CPU and APU processors||AMD Sponsored Session. Presented by Ken Mitchell (AMD), Elliot Kim (AMD) [1.4MB]||GDC||2018|
|Efficient Rendering in The Division 2||Advanced Graphics Techniques Tutorial. Presented by Calle Lejdfors (Ubisoft), Raul Aguaviva (AMD) [52MB]]||GDC||2019|
|4 Million Acres, Seriously! GPU-Based Procedural Terrains in Serious Sam 4||Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [22MB]||GDC||2019|
|Surfing The Wave(front)s With Radeon GPU Profiler||Advanced Graphics Techniques Tutorial. Presented by Dominik Baumeister (AMD) [81MB]||GDC||2019|
|Debugging and Profiling DXR and Vulkan Ray-Tracing||Advanced Graphics Techniques Tutorial. Presented by Aurelio Reis [81MB]||GDC||2019|
|High Zombie Throughput in Modern Graphics||Advanced Graphics Techniques Tutorial. Presented by Anton Krupkin (Saber), Denis Sladkov (Saber) [88MB]||GDC||2019|
|Breaking Down Barriers: An Introduction to GPU Synchronisation||Advanced Graphics Techniques Tutorial. Presented by Matt Pettineo (Ready at Dawn) [24MB]||GDC||2019|
|Wakes, Explosions and Lighting: Interactive Water Simulation in Atlas||Advanced Graphics Techniques Tutorial. Presented by Mark Mihelich (Studio Wildcard), Tim Tcheblokov (NVIDIA) [99MB]||GDC||2019|
|Enabling Real-Time Light Baking Workflows in Saber Engine with AMD Radeon Rays||AMD Sponsored Session. Presented by Dmitry Kozlov (AMD), Max Gridnev (Saber) [2.6MB]||GDC||2019|
|AMD Ryzen Processor Software Optimisation||AMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.2MB]||GDC||2019|
|Powering Spatial Audio on GPUs Through Hardware, Software and Tools||AMD Sponsored Session. Presented by Lakulish Antani (Valve), Carl Wakeland (AMD) [31MB]||GDC||2019|
|DirectX 12 Optimisation Techniques on Biohazard RE:2 and Devil May Cry 5||AMD Sponsored Session. Presented by Ojiro Tanaka (Capcom), Ash Smith (AMD) [44MB]||GDC||2019|
|A Blend of GCN Optimisation and Colour Processing||AMD Sponsored Session. Presented by Timothy Lottes (AMD), Jordan Logan (AMD) [19MB]||GDC||2019|
|AMD GPU Performance Revealed||AMD Sponsored Session. Presented by Amit Ben-Moshe (AMD), Rodrigo Urra (AMD) [11MB]||GDC||2019|
|AMD Ryzen™ Processor Software Optimization||GDC 2022. [Video] Presented by Ken Mitchell (AMD) [1.8MB]||GDC 2022||2022|
|Breaking down the world of Athia: the technologies of Forspoken||GDC 2022. [Video] Presented by Teppei Ono (Luminous Productions) and Aurélien Sérandour (AMD) [11.2MB]||GDC 2022||2022|
|Raytracing Performance Revealed - How to optimize your game with the RDTS||GDC 2022. [Video] Presented by Christopher Hesik and Can Alper (AMD) [9.6MB]||GDC 2022||2022|
|Performant Reflective Beauty - Hybrid Raytracing with Far Cry 6||GDC 2022. [Video] Presented by Stephanie Brenham (Ubisoft Toronto) and Ihor Szlachtycz (AMD) [6.2MB]||GDC 2022||2022|
|FidelityFX Super Resolution 2.0||GDC 2022. [Video] Presented by Thomas Arcila and Colin Riley (AMD) [1.9MB]||GDC 2022||2022|
|A Guided Tour of Blackreef: Rendering Technologies in Deathloop||GDC 2022. [Video] Presented by Gilles Marion (Arkane Studios Lyon) and Lou Kramer (AMD) [8.5MB]||GDC 2022||2022|
|GDC 2023 - Temporal Upscaling Past, Present, and Future||AMD Sponsored Session. Presented by Stephan Hodes (AMD) [2MB]||GDC||2023|
|GDC 2023 - The FidelityFX SDK||AMD Sponsored Session. Presented by Jason Lacroix (AMD) [2MB]||GDC||2023|
|GDC 2023 - Real-time Sparse Distance Fields for Games||AMD Sponsored Session. Presented by Lou Kramer (AMD) [2MB]||GDC||2023|
|GDC 2023 - AMD Ryzen Processor Software Optimization||AMD Sponsored Session. Presented by John Hartwig and Ken Mitchell (AMD) [2MB]||GDC||2023|
|GDC 2023 - Optimizing Game Performance with the Radeon Developer Tool Suite||AMD Sponsored Session. Presented by Chris Hesik and Can Alper (AMD) [6MB]||GDC||2023|
|GDC 2023 - DirectStorage: Optimizing Load-time and Streaming||AMD Sponsored Session. Presented by David Ziman (AMD) [2MB]||GDC||2023|
Digital Dragons is a major annual games industry conference covering Central and Eastern Europe. We usually send along members of our team to meet with developers, and deliver presentations.
|Porting your engine to Vulkan or DX12||Presented by Adam Sawicki at Digital Dragons, Kraków, Poland [Video] [15.3MB]||Digital Dragons||2018|
|Make Your Game Friendly for Graphics Debugging and Optimization||Presented by Adam Sawicki, 27 May 2019, Digital Dragons, Kraków, Poland [2.1MB]||Digital Dragons||2019|
|Efficient Use of GPU Memory in Modern Games||Digital Dragons 2021. [Video] Presented by Adam Sawicki (AMD) [2.3MB]||Digital Dragons 2021||2021|
|Memory Management in the APEX Engine||Digital Dragons 2022. [Video] Presented by Daniel Isheden (Avalanche Studios Group) and Lou Kramer (AMD) [3.7MB]||Digital Dragons 2022||2022|
SIGGRAPH describes itself to be the world’s largest and most influential conferences on computer graphics and interactive techniques. Our engineers regularly attend, and publish papers relating to their research and deliver presentations, or provide demonstrations.
You can find these papers, along with any associated presentations or videos in the table below. If publication papers are your thing, make sure to visit our publications page.
|Recent advances in real-time collision and proximity computations for games and simulations||Sung-eui Yoon, Young J. Kim, Takahiro Harada, SA '10: ACM SIGGRAPH ASIA 2010 Courses, No.: 22, pp 1–110||2010|
|A space-efficient and hardware-friendly implementation of Ptex||Sujeong Kim, Karl Hillesland, Justin Hensley, SA '11: SIGGRAPH Asia 2011 Sketches, No.: 31, pp 1–2||2011|
|Heterogeneous particle-based simulation||Takahiro Harada, SA '11: SIGGRAPH Asia 2011 Sketches, No.: 19, pp 1–2||2011|
|A 2.5D culling for Forward+||Takahiro Harada, SA '12: SIGGRAPH Asia 2012 Technical Briefs, No. 18, pp 1–4||2012|
|Compute for graphics||Karl Hillesland, SA '12: SIGGRAPH Asia 2012 Courses, No.: 4, pp 1–94||2012|
|A framework for rendering complex scattering effects on hair||Xuan Yu, Jason C. Yang, Justin Hensley, Takahiro Harada, Jingyi Yu, I3D '12: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp 111–118||2012|
|OpenGL and DirectX||Karl Hillesland, SA '13: SIGGRAPH Asia 2013 Courses, No. 10, pp 1–79||2013|
|GPU compute for graphics||Karl Hillesland, SA '13: SIGGRAPH Asia 2013 Courses, No.: 9, pp 1–123||2013|
|The quest for the ray tracing API||A. Keller, I. Wald, T. Harada, D. Kozlov, R. Karrenberg, L. Peterson, T. Hector, SIGGRAPH '16: ACM SIGGRAPH 2016 Courses, No. 25, pp 1||2016|
|A framework to transform in-core GPU algorithms to out-of-core algorithms||Takahiro Harada, I3D '16: Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games February, pp 179–180||2016|
|Tiled light trees||Yuriy O’Donnell, Matthäus G. Chajdas. Accepted to ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2017.||2017|
|Bidirectional Path Tracing Using Backward Stochastic Light Culling||Yusuke Tokuyoshi, Takahiro Harada, SIGGRAPH '18: ACM SIGGRAPH 2018 Talks, Article No. 70, pp 1–2
(Abstract PDF - Slides PDF - Supplemental PDF)
|World-space spatiotemporal reservoir reuse for ray-traced global illumination||Guillaume Boissé, SIGGRAPH Asia 2021 [33MB]||2021|
|Viewport-Resolution Independent Anti-Aliased Ray Marching on Interior Faces in Cube-Map Space||Tianchen Xu, Wei Zeng, Enhua Wu, SIGGRAPH ASIA 2021 [8MB]||2021|
|Sparse Volume Rendering using Hardware Ray Tracing and Block Walking||Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba, SIGGRAPH Asia 2021 [27MB]||2021|
|Unbiased VNDF Sampling for Backfacing Shading Normals||Yusuke Tokuyoshi, SIGGRAPH '21: ACM SIGGRAPH 2021 Talks, Article No. 8, pp 1–2 (2021)
(Abstract PDF [19MB] - Supplemental PDF [7MB])
|GI-1.0: A Fast and Scalable Two-level Radiance Caching Scheme for Real-time Global Illumination||Guillaume Boissé, Sylvain Meunier, Heloise de Dinechin, Pieterjan Bartels, Alexander Veselov, Kenta Eto, Takahiro Harada.
Demo at SIGGRAPH 2022
(MP4 Video [173MB])
|Fused BVH to Ray Trace Level of Detail Meshes||Paritosh Kulkarni, Sho Ikeda, Takahiro Harada
SIGGRAPH ASIA 2022, to appear.
|Combining GPU Tracing Methods within a Single Ray Query||Pieterjan Bartels, Takahiro Harada
SIGGRAPH ASIA 2022
|Progressive Material Caching||Shin Fujieda, Takahiro Harada
SIGGRAPH ASIA 2022.
|Accurate Diffuse Lighting from Spherical Gaussian Lights||Yusuke Tokuyoshi, SIGGRAPH 2022 Posters [7MB]
(Supplemental PDF [124KB], MP4 Video [212MB])
|Compression and Interactive Visualization of Terabyte Scale Volumetric RGBA Data with Voxel-scale Details||Mehmet Oguz Derin, Takahiro Harada, Yusuke Takeda, Yasuhiro Iba, SIGGRAPH 2022 Posters [7MB]||2022|
Other industry conferences
Here’s just some of the conferences that our engineers have been presenting at in recent years.
The table below contains presentations from these other events, but if you’re looking for all our presentations (including those not associated with an event) in one place, then make sure you don’t miss our presentations page.
|clSPARSE: A Vendor-Optimized Open Source Sparse BLAS Library||Presented by Joseph Greathouse, Kent Knox, Kiran Varaganti and Mayank Daga (AMD) and Jakub Pola (University of Wrocaw and Vratis, Ltd.) [1.7MB]||IWOCL, Vienna||2016|
|Optimize Your Engine Using Compute||4C 2018. Presented by Lou Kramer (AMD) in Prague [Video] [2.9MB]||4C||2018|
|World War Z – Using Vulkan® to Tame the Zombie Swarm||Reboot DEVELOPRED 2019. [Video] Presented by Jordan Logan (AMD) and Nikolai Petrov (Saber Interactive) [1.4MB]||Reboot DEVELOPRED 2019||2019|
|Optimising a AAA Vulkan Title on Desktop||Vulkanised 2019. Presented by Lou Kramer, 20 May 2019, Vulkanised, Cambridge, UK [3.6MB]||Vulkanised||2019|
|Triangles Are Precious, Let's Treat Them with Care||Nordic Game, Malmö, Sweden. Presented by Dominik Baumeister, 23 May 2019. [4.0MB]||Nordic Game||2019|
|Contrast Adaptive Sharpening (CAS)||AMD Developer Day. Presented by Lou Kramer, June 2019 [54.1MB]||AMD Developer Day||2019|
|All the Pipelines - Journey through the GPU||Game Industry Conference 2020. [Video] Presented by Lou Kramer (AMD) [1.0MB]||GIC 2020||2020|
|AMD Ryzen™ Processor Software Optimization||Microsoft® Game Stack Live 2021. [Video] Presented by Ken Mitchell, AMD Game Engineering[17MB]||Microsoft® Game Stack Live 2021||2021|
|Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX||Microsoft® Game Stack Live 2021. [Video] Presented by Dominik Baumeister (AMD) [74MB]||Microsoft® Game Stack Live 2021||2021|
|Compute Shaders||Games Industry Conference 2021. [Video] Presented by Lou Kramer (AMD) [3.2MB]||GIC 2021||2021|
|Let's talk about (GPU) crashes||Reboot DEVELOPBLUE 2022. Presented by Adam Sawicki (AMD) [1.6MB]||Reboot DEVELOPBLUE 2022||2022|
|Deep Dive into FidelityFX Super Resolution 2||Reboot DEVELOPBLUE 2022. Presented by Dihara Wijetunga (AMD) [31.2MB]||Reboot DEVELOPBLUE 2022||2022|
|GPU Submission Strategies||Reboot DEVELOPBLUE 2022. Presented by Mattias Liljeson (AMD) [6.9MB]||Reboot DEVELOPBLUE 2022||2022|
Let's build... 2020
With conferences either cancelled or virtual in 2020, we hosted our own virtual event “Let’s build…“.
This event was part of the relaunch of GPUOpen that year, to support our new releases and updates.
Read more on our dedicated page, or take your pick of our presentations and videos below!
|AMD Ryzen Processor Software Optimization||Let's Build... 2020 Virtual Event. [Video] Presented by Ken Mitchell (AMD) [8MB]||Let's Build...||2020|
|Optimizing for the Radeon RDNA Architecture||Let's Build... 2020 Virtual Event. [Video] Presented by Lou Kramer (AMD) [2MB]||Let's Build...||2020|
|From Source to ISA: A Trip Down the Shader Compiler Pipeline||Let's Build... 2020 Virtual Event. [Video] Presented by Matthaeus Chajdas (AMD) and Nicolai Haehnle (AMD)[8MB]||Let's Build...||2020|
|A Review of GPUOpen Effects||Let's Build... 2020 Virtual Event. [Video] [PPTX 50Mb] Presented by Jason Lacroix (AMD)[5MB]||Let's Build...||2020|
|Curing Amnesia and Other GPU Maladies With AMD Developer Tools||Let's Build... 2020 Virtual Event. [Video] Presented by Gordon Selley (AMD) Chris Hesik (AMD) and Amit Ben-Moshe (AMD)[5MB]||Let's Build...||2020|
|Radeon ProRender Full Spectrum Rendering 2.0: The Universal Rendering API||Let's Build... 2020 Virtual Event. [Video] Presented by Dimitry Kozlov (AMD) and Takahiro Harada (AMD)[55MB]||Let's Build...||2020|
Explore more of our documentation here on GPUOpen!