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Announcing AMD FidelityFX Shadow Denoiser, Ryzen™ Perf Guide, and more!

We are at Microsoft® Game Stack Live 2021!

We are delighted to be taking part in this year’s Microsoft® Game Stack Live on April 20th/21st. This fantastic event has returned for 2021 in a virtual form, but as always it is filled with valuable game developer content – and now you can attend wherever you can find an Internet connection!

Make sure to watch the Graphics Keynote to hear the latest announcements from the industry. We have our own section included as a part of this keynote, which reinforces our strong partnership with Microsoft® DirectX®, and both PC and console game development.

Today, as announced during this keynote session, we are very happy to reveal that:

Select AMD FidelityFX effects are now available to developers on Xbox, via the Xbox Series X|S Game Development Kit (GDK).

Read our Xbox-related news

This announcement is worthy of a post of its own, so if you want to hear more about how it’s now easier than ever before to write cross-platform games, you’ll want to read more on this page.

See our new AMD FidelityFX/Xbox dedicated page here on GPUOpen

Going forward, we’ll be keeping this page updated with our latest exciting developments in this area when they happen. 

That’s not all though – far from it! Two of our talented engineers will be presenting talks as well:

  • Dominik Baumeister, a Senior Engineer in the AMD Game Engineering team, explains how our FidelityFX Denoiser can be used to denoise raytraced soft shadows on Xbox Series X|S, and also shares some specific AMD RDNA 2-based optimizations that also provide benefits on PC. Dominik will be taking part in a live chat session during all three instances of his Raytraced Soft Shadows presentation too, if you have anything you’d like to ask him about his talk.
  • Ken Mitchell, the Principal Engineer leading our processor optimization efforts inside AMD Game Engineering, is back with yet more tips – this time covering “Zen 3” as well as the  “Zen 2” architecture. Ken presented our Ryzen Processor Software Optimization video last year at our own virtual Let’s Build… event.

As seen on Microsoft’s Game Stack Live page, these are our can’t-miss talks – now with the YouTube links in the titles.

With raytraced visuals bumping rendering quality even higher than ever before, a significant amount of fine tuning is required to maintain real-time performance. A typical way to achieve this is to trace fewer rays, and to make sense of the noisier output that method delivers. 

This presentation will explain how the AMD FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dives into specific AMD RDNA 2-based optimizations that benefit both Xbox Series X|S and PC.

Join AMD on an adventure thru “Zen 2” and “Zen 3” processors which power today’s game consoles and PCs. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multi-threading. Journey across the sands of silicon to master microarchitecture and uncover best practices!

Of course, we’re not all just talk. We’re backing up our presentations with some shiny new content here on GPUOpen to share with you too!

Our presentation on denoising raytraced soft shadows means we’re now releasing:

New – AMD FidelityFX (Shadow) Denoiser 

We launched the first version of FidelityFX Denoiser last November, bringing you denoised reflections. We’ve now added shadow denoising to our feature set, with a powerful spatio-temporal denoiser, specialized for shadow denoising. 

You’re not just getting a talk on AMD Ryzen processor software optimization; this time you’re getting a manual too! To support our presentation, we’re bringing you:

New – AMD Ryzen performance guide

To add to our existing AMD RDNA 2 and Unreal Engine performance guides, we’re thrilled to unveil our long-awaited guide to getting the most out of “Zen 2” and “Zen 3” processors. A wide range of topics are covered, including tools, compiling, profiling, memory, and so on – plus sample code too.

Updated – CPU Core Counts sample

This includes an update to our guidance on best practice and more granular discovery of key per-processor information.

We’ve also updated our DirectX®12 Ultimate page here on GPUOpen with these latest developments, so you can check back there at any time.

We’re really proud to be supporting Microsoft® with Game Stack Live. Our sessions are just one part of a great experience for game developers everywhere, which includes some very exciting new developments unveiled by Microsoft® at the event. 

These include:

  • The DirectX®12 Agility SDK, which benefits developers and gamers by giving developers a way to light up newer DirectX®12 features, beyond those that shipped with a given Windows® operating system. The majority of Windows® 10 devices will already support the Agility SDK!
  • Shader Model 6.6 is also included in the DirectX® Agility SDK. This latest version introduces support for:
    • 64-bit integer atomics and integer atomics on float-typed resources.
    • Dynamic resource binding.
    • Compute shader derivatives and samples.
    • Wave size.
    • Packed 8-bit operations.

To support Shader Model 6.6, we’re also releasing a special AMD Radeon Software Adrenalin developer driver. You can find out more in the associated developer driver KB posting.

As well as checking out our new content here, make sure you check out Microsoft® Game Stack Live too, if you haven’t already!