AMD FidelityFX LPM provides an open source library to easily integrate HDR, and wide gamut tone and gamut mapping into your game.
Download the latest version - v1.1
This release adds the following features:
- Vulkan® support.
High dynamic range (HDR)
Open source, MIT license
AMD FidelityFX LPM is highly configurable, allowing you to tweak the numerous parameters to create the look you require.
As seen in Godfall
During the production of Godfall, we continuously fine-tuned the art visuals. We understood our limitations with the current technology, which required everyone to spend an ungodly amount of time to find clever workarounds. Ultimately, we achieved a style that we were mostly happy with, but something was still lacking. We had to take a step back; we needed to figure out why.
Everything looked last gen. The metals were not shiny enough. The armor pieces, the fires, the magical effects, the backgrounds all appeared muted and uninteresting. With little hope and time left to tinker, we thought we had to live with these deficiencies. When AMD approached us with FidelityFX LPM, we were amazed at the potential. Together, AMD and Counterplay worked feverishly to integrate this technology. Not only did FidelityFX LPM bring back the colors and vibrancy we envisioned, but it also helped solidify our goal. The players will now see shiny objects with great detail, bright environments without being overblown, and contrast without muddiness. Above all else, the biggest surprise was the HDR enhancements – the game is beautiful."
Learn more about HDR and FreeSync
Part 4 of a series of posts on AMD FreeSync™ Premium Pro Technology. Here, we look at how to enable FreeSync Premium Pro with all next gen graphics APIs.
In this tutorial, we will be going over what gamut mapping is, how we implemented a gamut mapper to show how FreeSync HDR works, and some pitfalls with different gamut mapping algorithms.
In part two of this tutorial, we cover the terminology of tone mapping, what tone mapping is, as well as different monitor features that influence how well a tone mapper will work.
The first in a series of four tutorials related to AMD Freesync™ Premium Pro HDR. This tutorial covers terminology related to color.
Follow up on VDR and practical advice on adapting a game’s tonemapping pipeline to both traditional display signals and new HDR output signals.
This post is going to look at very subtle changes to improve grain and fine details using the same 3-bit/channel quantization case from the prior post.
Expanding on Advanced Techniques and Optimization of VDR Color Pipelines: Details on the generation of film grain ideal for transfer functions like sRGB.
Optimized tonemapper form of the technique Brian Karis talks about on Graphics Rants: Tone mapping. Replace the luma computation with max3(red,green,blue).
More AMD FidelityFX effects
AMD FidelityFX Parallel Sort makes sorting data on the GPU quicker, and easier. Use our SM6.0 compute shaders to get your data in order.
AMD FidelityFX Variable Shading drives Variable Rate Shading into your game.
AMD FidelityFX Denoiser is a denoising compute shader which removes artefacts from reflection rendering.
The AMD FidelityFX SSSR effect provides an open source library to easily integrate stochastic screen space reflections into your game.
AMD FidelityFX Combined Adaptive Compute Ambient Occlusion (CACAO) is an RDNA-optimized implementation of ambient occlusion.
FidelityFX Single Pass Downsampler (SPD) provides an RDNA-optimized solution for generating up to 12 MIP levels of a texture.
Radeon™ Cauldron is our open source experimentation framework for DirectX®12 and Vulkan®.
AMD FidelityFX Contrast Adaptive Sharpening (CAS) provides a mixed ability to sharpen and optionally scale an image.
Our other effects
A multithreaded CPU library for deformable material physics, using the Finite Element Method (FEM)
The DepthOfFieldFX library provides a GCN-optimized Compute Shader implementation of Depth of Field using the Fast Filter Spreading approach.
GeometryFX improves the rasterizer efficiency by culling triangles that do not contribute to the output in a pre-pass. This allows the full chip to be used to process geometry, and ensures that the rasterizer only processes triangles that are visible.
ShadowFX library provides a scalable GCN-optimized solution for deferred shadow filtering. It supports uniform and contact hardening shadow (CHS) kernels.
The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur.