AMD GPU Services (AGS) Library

Drivers, SDKs and Libraries

The AMD GPU Services (AGS) library provides software developers with the ability to query AMD GPU software and hardware state information that is not normally available through standard operating systems or graphics APIs. AGS includes support for querying graphics driver version info, GPU performance, Crossfire™ (AMD’s multi-GPU rendering technology) configuration info, and Eyefinity (AMD’s multi-display rendering technology) configuration info. AGS also exposes the explicit Crossfire API extension, shader extensions, and additional extensions supported in the AMD drivers for DirectX® 11 and DirectX 12.


AGS is a helper library designed to provide a much clearer view of the GPUs in the system and the displays attached to them. It also exposes the ability to query each display for HDR capabilities and put those HDR-capable displays into various HDR modes. Highlights include the following:

  • Full GPU enumeration with adapter string, device id, revision id, vendor id and ASIC family.
  • GPU core and memory clock speeds.
  • GPU local and shared memory.
  • App registration extension for DirectX 11 and 12.
  • Wave reduce and wave scan intrinsics.
  • User debug markers in DirectX 11 and 12.
  • Pre-built static libraries with popular CRT build settings.
  • Per-GPU display enumeration including information on display name, resolution, and HDR and FreeSync2 capabilities.
  • Optional user-supplied memory allocator.
  • Function to set displays into HDR mode.
  • DirectX 11 shader compiler controls.
  • DirectX 11 multiview extension.
  • DirectX 11 Crossfire API updates.
    • Now supports using the API without needing a driver profile.
    • You can also now specify the transfer engine.

Driver extensions

AGS exposes shader extensions for both DirectX 11 and DirectX 12. It also provides access to additional extensions available in the AMD driver for DirectX 11:

  • Quad List primitive type
  • UAV overlap
  • Depth bounds test
  • Multi-draw indirect
  • Multiview


In addition to the library itself, the AGS SDK includes several samples to demonstrate use of the library. The samples now support Visual Studio 2017:

  • AGS sample
    • A “hello world” for AGS to demonstrate basic usage
  • Crossfire™ sample
    • Demonstrates the explicit Crossfire™ resource synchronization API
  • Eyefinity sample
    • Demonstrates using AGS to query multi-monitor information

System requirements

  • AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
  • 64-bit Windows® 7 (SP1 with the Platform Update), Windows 8.1, or Windows 10
  • Visual Studio 2015 or Visual Studio 2017

Technical Blogs

Revision History

What’s new in AGS 5.4

Version 5.4 adds a better description of the GPU architecture for those wishing to fine tune their games for specific code paths.  You can also check if the GPU is an APU or not.  This may be useful when budgeting for memory since the local memory reported will only be a small amount compared to the system memory the GPU has access to.  In addition, there are now shader intrinsics for getting the draw index for execute indirect calls as well as support for atomic U64 ops.

Radeon 7 and RDNA GPU core and memory speeds are now returned.

For those using the static lib version of AGS, you may be pleased to hear we now ship the debug versions of these libs too.

What’s new in AGS 5.3

Version 5.3 adds DirectX 11 deferred context support for our MultiDrawIndirect and UAV overlap extensions, along with a helper function to let your app determine if the installed driver meets your game’s minimum driver version requirements. If you’re a Vulkan user, you can pair that with our machine readable AMD Vulkan versions database, to get more information about the Vulkan implementation in our client driver.

Lastly, there’s a new FreeSync 2 gamma 2.2 mode. It uses a 10-bit (per RGB component, 2-bit alpha) swapchain, as opposed to the 16-bit (per RGB component, 16-bit alpha) swapchain needed for FreeSync 2 scRGB.

What’s new in AGS 5.2

Version 5.2 adds support for app registration in DirectX 12. App registration lets you give more information about your game or application to our driver, which can then use that (ideally unique) information to better support the game or app if we need to make driver-side changes to help things run as efficiently and correctly as possible.

We also changed how you get access to extensions under DX12, requiring you to create your GPU device using agsDriverExtensionsDX12_CreateDevice() , instead of the normal D3D12CreateDevice() call you’d make to D3D.

Lastly, we’ve also added support for breadcrumb markers in D3D11. Using the agsDriverExtensionsDX11_WriteBreadcrumb() API, you can put in place a strategy for debugging driver issues more easily. Sometimes your game or app can interact with the driver in a way that causes it to crash or TDR. The new API gives you the ability to leave markers around your D3D11 API calls, helping you narrow down exactly what interaction with the driver caused the problem.

What’s new in AGS 5.1

Version 5.1 is a partly developer-focused update to AGS 5. We’ve listened to feedback about how difficult it can be to integrate the binary AGS libs into your games, and while we can’t open the source code to AGS to allow you to integrate it from source, we canvassed developers to figure out what pre-built binaries would be most useful to provide. So we’ve now added builds of the AGS binary library that are linkable with Visual Studio projects built with /MT and /MD, used to select a particular CRT.

There’s also a breaking change in how you get access to DX11 AMD extensions. Look at the Changelog for details on that. We’ve also added an application registration extension for DX11 apps. That lets you tell the driver that your game can be considered in a uniquely indentifiable way, which is particularly helpful if you build on top of popular middleware like Unity or UE4 and make rendering changes.

There’s also support for FreeSync 2 HDR, DX12 application user markers for Radeon GPU Profiler, VS2017 versions of the shipping samples, and new wave-level shader intrinsics for both DX11 and DX12.


Updated for AGS 5.4.0.