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Let us help you get your game to even higher levels of performance and visual quality!
Our engineers (and guest bloggers) have created a vast array of product blogs, developer guides, samples, videos, papers, and much, much more for you to discover here on GPUOpen.Â
Featured product blogs

RDNA 3: Radeon GPU Profiler 1.14 introduces support for Radeonâ„¢ RX 7000 Series, HIP, and more
Radeon GPU Profiler 1.14 is here, with support for Radeonâ„¢ RX 7000 series GPUs, profiling HIP applications, and much more. Take a look!

How to use the AMD FidelityFX Super Resolution 2 (FSR 2) Unreal Engine plugin
Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 2 plugin for Unreal Engine 4.26/4.27 and UE5.

AMD USD™ Hydra™ plug-in for Blender®
Find out about our exciting new plug-in for Blender®, which uses the power of Open Standards to enable you to reference and assemble USD™, and use MaterialX.
Featured developer guides

How to accelerate AI applications on RDNA 3 using WMMA
This blog is a quick how-to guide for using the WMMA feature with our RDNA 3 GPU architecture using a Hello World example.

Understanding Graphs in Radeon GPU Profiler and GPUView
Find out how to read and understand graphs in Radeon GPU Profiler and GPUView in order to optimize your game more effectively.

How to get the most out of Smart Access Memory (SAM)
Smart Access Memory (SAM) provides the CPU with direct access to all video memory. These guidelines help you to improve CPU and GPU performance using SAM.
Want to find a blog quickly?
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the_page_ID | Blog title | Description | Originally posted | Author | page_taxonomy_category |
---|---|---|---|---|---|
~ID-000140 | Optimized Reversible Tonemapper for Resolve | Optimized tonemapper form of the technique Brian Karis talks about on Graphics Rants: Tone mapping. Replace the luma computation with max3(red,green,blue). | 26/01/2016 | Timothy Lottes | Blogs |
~ID-000237 | Getting the Most Out of Delta Color Compression | DCC is a domain-specific compression that tries to take advantage of data coherence. It’s lossless, and adapted for 3D rendering. The key idea is to process whole blocks instead of individual pixels. | 14/03/2016 | Chris Brennan | Blogs |
~ID-001014 | Fetching From Cubes and Octahedrons | For GPU-side dynamically generated data structures which need 3D spherical mappings, two of the most useful mappings are cubemaps and octahedral maps. This post explores the overhead of both mappings. | 04/02/2016 | Timothy Lottes | Blogs |
~ID-001211 | Maxing Out GPU usage in nBodyGravity | Asynchronous compute can help you to get the maximum GPU usage. I’ll be explaining the details based on the nBodyGravity sample from Microsoft. | 26/01/2016 | Matthäus Chajdas | Blogs |
~ID-001861 | Understanding Memory Coalescing on GCN | An explanation of how GCN hardware coalesces memory operations to minimize traffic throughout the memory hierarchy. | 21/03/2016 | Timothy Lottes | Blogs |
~ID-002077 | AMD GPU Services, An Introduction | Useful information about features within our AMD GPU Services (AGS) library. | 28/04/2016 | Gareth Thomas | Blogs,Product blogs |
~ID-002113 | Vulkan® Renderpasses | Renderpasses are objects designed to allow an application to communicate the high-level structure of a frame to the driver. | 16/02/2016 | Graham Sellers | Blogs |
~ID-002168 | Using AMD Crossfire API | Alternate Frame Rendering (AFR) is the method used to take advantage of Multiple GPUs in DirectX® 11 and OpenGL® applications. | 05/05/2016 | Anas Lasram | Blogs,Product blogs |
~ID-002362 | Using the Vulkan® Validation Layers | Vulkan validation layers make it easier to catch any mistakes, provide useful information beyond basic errors and minimize portability issues. | 09/03/2016 | Daniel Rakos | Blogs |
~ID-002516 | VDR Follow Up – Fine Art of Film Grain | Expanding on Advanced Techniques and Optimization of VDR Color Pipelines: Details on the generation of film grain ideal for transfer functions like sRGB. | 04/04/2016 | Timothy Lottes | Blogs,Product blogs |
~ID-002565 | VDR Follow Up – Grain and Fine Details | 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. | 13/04/2016 | Timothy Lottes | Blogs,Product blogs |
~ID-002779 | Unlock the Rasterizer with Out-of-Order Rasterization | GCN hardware supports a special out-of-order rasterization mode which relaxes the ordering guarantee, and allows fragments to be produced out-of-order. | 17/05/2016 | Matthäus Chajdas | Blogs |
~ID-002814 | Using Vulkan® Device Memory | This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips. | 21/07/2016 | Timothy Lottes | Blogs |
~ID-002901 | GCN Shader Extensions for Direct3D® and Vulkan® | One of the mandates of GPUOpen is to give developers better access to the hardware, and this post details extensions for Vulkan and Direct3D12 that expose additional GCN features to developers. | 24/05/2016 | Matthäus Chajdas | Blogs |
~ID-002904 | Fast Compaction with mbcnt | With shader extensions, we provide access to a much better tool to get compaction done: GCN provides a special op-code for compaction within a wavefront. | 20/05/2016 | Matthäus Chajdas | Blogs |
~ID-002972 | GeometryFX 1.2 – Cluster Culling | With cluster culling, GeometryFX is able to reject large chunks of the geometry – with corresponding performance increases. | 18/05/2016 | Matthäus Chajdas | Blogs,Product blogs |
~ID-003258 | AMD DOPPEngine – Post Processing on Your Desktop in Practice | DOPPEngine changes the output of your desktop in ways that can be very useful with various effects. | 23/05/2016 | Bruno Stefanizzi | Blogs,Product blogs |
~ID-003532 | The Art of AMDGCN Assembly: How to Bend the Machine to Your Will | This article explains how to produce Hsaco from assembly code and also takes a closer look at some new features of the GCN architecture. | 29/06/2016 | Ben Sander | Blogs,Guest blogs |
~ID-003644 | Compressonator v2.3 release delivers ASTC, ETC2 codec support and GPU rendered image views | Compressonator is a set of tools to allow artists and developers to more easily create compressed texture image assets and easily visualize the quality impact of various compression technologies. | 27/06/2016 | Rosanna Ashworth-Jones | Blogs,Product blogs |
~ID-003720 | Texel Shading | Game engines do most of their shading work per-pixel or per-fragment. But there is another alternative that has been popular in film for decades… | 21/07/2016 | Karl Hillesland | Blogs |
~ID-003855 | Anatomy Of The Total War Engine: Part I | Tamas Rabel, Lead Graphics Programmer on the Total War series provides a detailed look at the Total War renderer as well as digging deep into some of the optimizations that the team at Creative Assembly did for the brilliant, Total War: Warhammer. | 27/07/2016 | Tamas Rabel | Blogs,Guest blogs |
~ID-003859 | Vulkan® and DOOM | This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD’s Game Engineering Team. | 10/11/2016 | Timothy Lottes | Blogs |
~ID-003919 | Anatomy Of The Total War Engine: Part II | Tamas Rabel from Creative Assembly discusses how performance was measured with the Total War Engine. | 03/08/2016 | Tamas Rabel | Blogs,Guest blogs |
~ID-003953 | AMD GCN Assembly: Cross-Lane Operations | Cross-lane operations are an efficient way to share data between wavefront lanes. This article covers in detail the cross-lane features that GCN3 offers. | 10/08/2016 | Ben Sander | Blogs |
~ID-004082 | Anatomy Of The Total War Engine: Part III | Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought Total War to DirectX® 12. | 10/08/2016 | Tamas Rabel | Blogs,Guest blogs |
~ID-004145 | Anatomy Of The Total War Engine: Part IV | Tamas Rabel talks about how Total War: Warhammer utilized asynchronous compute to extract some extra GPU performance in DirectX® 12 and delves into the process of moving some of the passes in the engine to asynchronous compute pipelines. | 16/08/2016 | Tamas Rabel | Blogs,Guest blogs |
~ID-004171 | The Importance of Audio in VR | The AMD TrueAudio Next open-source library and driver-controlled CU Reservation enables dramatically higher levels of audio rendering realism in VR. | 16/08/2016 | Carl Wakeland | Blogs,Product blogs |
~ID-004230 | Anatomy Of The Total War Engine: Part V | The final instalment in Tamas Rabel’s insight into developing the Total War engine looks at Multi-GPU. | 22/08/2016 | Tamas Rabel | Blogs,Guest blogs |
~ID-004290 | Using RapidFire for Virtual Desktop and Cloud Gaming | RapidFire SDK captures and encodes the input images entirely on the GPU and then copies the encoded result into the system memory for processing on the CPU. | 27/09/2016 | Bruno Stefanizzi | Blogs,Product blogs |
~ID-004342 | VDR Follow Up – Tonemapping for HDR Signals | Follow up on VDR and practical advice on adapting a game’s tonemapping pipeline to both traditional display signals and new HDR output signals. | 05/10/2016 | Timothy Lottes | Blogs,Product blogs |
~ID-004415 | Implementing LiquidVRâ„¢ Affinity Multi-GPU support in Serious Sam VR | This guest post by Croteam’s Karlo Jez gives a detailed look at how Affinity Multi-GPU support was added to their game engine. | 31/10/2016 | Karlo Jez | Blogs,Guest blogs,Product blogs |
~ID-004423 | Vulkan® Barriers Explained | Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here. | 18/10/2016 | Matthäus Chajdas | Blogs |
~ID-004487 | AMD Driver Symbol Server | How to set up the AMD Driver Symbol Server in Visual Studio. | 27/10/2016 | Gareth Thomas | Blogs |
~ID-004567 | Selecting the Best Graphics Device to Run a 3D Intensive Application | 3D intensive application performance may suffer greatly if the best graphics device is not selected. As a developer you can easily fix this problem by adding only one line to your executable’s source code. | 16/11/2016 | Ken Mitchell | Blogs |
~ID-004755 | Leveraging Asynchronous Queues for Concurrent Execution | Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. | 01/12/2016 | Stephan Hodes | Blogs |
~ID-004824 | Optimizing Terrain Shadows | One thing which is often forgotten is shadow map rendering. As the tessellation level of the terrain is not optimized for the shadow camera, but for the primary camera, this often results in a very strong mismatch and shadow maps end up getting extremely over-tessellated. | 15/12/2016 | Matthäus Chajdas | Blogs |
~ID-004839 | AGS 5.0 – Shader Compiler Controls | Guide to using the shader compiler control API in AGS 5.0 | 12/01/2017 | Gareth Thomas | Blogs,Product blogs |
~ID-004861 | Profiling video memory with Windows® Performance Analyzer | A guide to using the Windows Performance Analyzer tool, with a focus on video resources. | 09/02/2017 | Cristian Cutocheras | Blogs,Product blogs |
~ID-005519 | AMD LiquidVR™ MultiView Rendering in Serious Sam VR | Croteam’s Karlo Jez writes about AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library. | 27/02/2017 | Karlo Jez | Blogs,Product blogs |
~ID-005536 | Using Sub DWord Addressing on AMD GPUs | Sub DWord Addressing is a feature of the AMD GCN architecture which allows the efficient extraction of 8-bit and 16-bit values from a 32-bit register. | 24/02/2017 | Aditya Atluri | Blogs |
~ID-005567 | Live VGPR Analysis with Radeonâ„¢ GPU Analyzer | This tutorial explains how to use Radeon GPU Analyzer (RGA) to produce a live VGPR analysis report for your shaders and kernels. Basic RGA usage knowledge is assumed. | 21/03/2017 | Amit Ben-Moshe | Blogs |
~ID-005822 | Compressonator V2.5 release adds enhanced HDR support | The BC6H codec has been improved and now offers better quality than previous releases, along with support for both 16 bit Half Float and 32 bit Float formats per channel. | 29/03/2017 | Rosanna Ashworth-Jones | Blogs,Product blogs |
~ID-005928 | CPU Core Count Detection on Windows® | Due to architectural differences between Zen and our previous processor architecture, Bulldozer, developers need to take care when using the Windows® APIs for processor and core enumeration. | 14/09/2017 | Ken Mitchell | Blogs |
~ID-005948 | Content Creation Tools and Multi-GPU | mGPU isn’t just for gamers – if you’re a developer working on a game, you should think of using mGPU to make your life easier. | 05/05/2017 | Matthäus Chajdas | Blogs,Product blogs |
~ID-006013 | Optimizing GPU occupancy and resource usage with large thread groups | Sebastian Aaltonen, co-founder of Second Order Ltd, talks about how to optimize GPU occupancy and resource usage of compute shaders that use large thread groups. | 24/05/2017 | Sebastian Aaltonen | Blogs,Guest blogs |
~ID-006278 | Compressonator V2.6 release adds HDR tonemapping compression, new image analysis features | Information on the new features of Compressonator v2.6. | 03/07/2017 | David Wilkinson | Blogs,Product blogs |
~ID-006359 | Understanding Vulkan® Objects | An important part of learning the Vulkan® API is to understand what types of objects are defined by it, what they represent and how they relate to each other. | 07/08/2017 | Adam Sawicki | Blogs |
~ID-006483 | Stable Barycentric Coordinates | The AMD GCN Vulkan extensions allow developers to get access to the barycentric coordinates at the fragment-shader level. | 30/08/2017 | Rys Sommefeldt | Blogs |
~ID-006564 | First Steps When Implementing FP16 | Half-precision (FP16) computation is a performance-enhancing GPU technology long exploited in console and mobile devices not previously used or widely available in mainstream PC development. | 20/04/2018 | Tom Hammersley | Blogs,Guest blogs |
~ID-006575 | Compressonator V2.7 Release adds cross platform support and 3D Model compression with glTF v2.0 | Information about the new features and optimizations in Compressonator v2.7. | 27/11/2017 | Rosanna Ashworth-Jones | Blogs,Product blogs |
~ID-006609 | Deferred Path Tracing By Enscape | Insights from Enscape as to how they designed a renderer that produces path traced real time global illumination and can also converge to offline rendered image quality. | 06/12/2017 | Thomas Schander | Blogs,Guest blogs |
~ID-006686 | Understanding GPU context rolls | Learn what a context roll on our GPUs is, how they apply to the pipeline and how they’re managed, and what you can do to analyse them and find out if they’re a limiting factor in the performance of your game or application. | 29/06/2018 | Rys Sommefeldt | Blogs |
~ID-006834 | Reducing Vulkan® API call overhead | This guest post, by Arseny Kapoulkine from Roblox, looks at the costs associated with calling various Vulkan functions tens or hundreds of thousands of times per frame, and ways to bring them down. | 26/04/2018 | Arseny Kapoulkine | Blogs,Guest blogs |
~ID-006903 | Compressonator V3.0 release brings powerful new 3D model features | Compressonator is a set of tools that allows artists and developers to work easily with compressed assets and easily visualize the quality impact of various compression technologies. | 14/05/2018 | Rosanna Ashworth-Jones | Blogs,Product blogs |
~ID-007019 | Decoding Radeon™ Vulkan® versions | A guide to using our machine-readable mapping that you can integrate into your software for decoding Radeonâ„¢ Vulkan® versions. | 02/08/2018 | Rys Sommefeldt | Blogs |
~ID-007139 | New Compressonator 3.1 SDK for seamless integration into asset toolchains – and more! | This version contains several new features and optimizations, including new installers for the SDK, CLI and GUI tool, new batch compress support, improvements to Compressonator’s BC6H and ETC2 support, a new glTF model previewer, and more. | 21/11/2018 | Navin Patel | Blogs,Product blogs |
~ID-007193 | Using Ryzen™ Threadripper for Game Development – optimising UE4 build times | Guest post by Sebastian Aaltonen, co-founder of Second Order. It covers optimising building the engine and asset production when using AMD Ryzen Threadripper processors. | 17/12/2018 | Sebastian Aaltonen | Blogs,Guest blogs |
~ID-007332 | Using AMD FreeSyncâ„¢ Premium Pro HDR: Color Spaces | The first in a series of four tutorials related to AMD Freesyncâ„¢ Premium Pro HDR. This tutorial covers terminology related to color. | 20/03/2019 | Ihor Szlachtycz | Blogs,Product blogs |
~ID-007493 | Using AMD Freesyncâ„¢ Premium Pro HDR: Tone Mapping | 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. | 13/05/2019 | Ihor Szlachtycz | Blogs,Product blogs |
~ID-007529 | Using AMD FreeSyncâ„¢ Premium Pro HDR: Gamut Mapping | 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. | 17/06/2019 | Ihor Szlachtycz | Blogs,Product blogs |
~ID-007673 | Using Radeon™ GPU Analyzer with Direct3D®12 Compute | Radeon GPU Analyzer (RGA) has support for DirectX12 compute shaders with the command line tool. This mode can generate GCN/RDNA ISA disassembly for your compute shaders, regardless of the physically installed GPU. | 15/07/2019 | Amit Ben-Moshe | Blogs,Product blogs |
~ID-007825 | Using Radeon™ GPU Analyzer with DirectX®12 Graphics | With DirectX 12 comes the power of generating disassembly and hardware resource usage statistics that are closest to the real-world case, and therefore making better performance optimization decisions. | 14/10/2019 | Amit Ben-Moshe | Blogs,Product blogs |
~ID-007833 | TrueAudio Next Acceleration of Steam Audio Sound Reflections | Higher levels of realism and believability can be achieved when accurate sound reflections are deployed in a game or experience. Spatialized, physically generated reflections can achieve this goal. | 21/10/2019 | Carl Wakeland | Blogs,Product blogs |
~ID-008277 | Integrating AMD FidelityFX into the Ego Engine | Tom Hammersley from Codemasters talks about integrating FidelityFX into the Ego Engine and implementing Contrast Adaptive Sharpening (CAS). | 18/12/2019 | Tom Hammersley | Blogs,Guest blogs,Product blogs |
~ID-008278 | Using AMD FreeSyncâ„¢ Premium Pro HDR: Code Samples | Part 4 of a series of posts on AMD FreeSyncâ„¢ Premium Pro Technology. Here, we look at how to enable FreeSync Premium Pro with all next gen graphics APIs. | 22/01/2020 | Ihor Szlachtycz | Blogs,Product blogs |
~ID-008283 | Announcing Compressonator 3.2 | The latest version of Compressonator is now available, featuring new BCn codec kernels, framework interfaces, cube maps, and more. | 09/01/2020 | Navin Patel | Blogs,Product blogs |
~ID-011694 | Using the Visual Studio® Code Extension for RGA | This is a Visual Studio® Code extension for the Radeon GPU Analyzer (RGA). This extension makes it possible to use RGA directly from within VS Code. | 09/01/2020 | Rosanna Ashworth-Jones | Blogs,Product blogs |
~ID-011724 | Getting Started with Radeonâ„¢ Memory Visualizer (RMV) | Radeonâ„¢ Memory Visualizer (RMV) is a tool provided by AMD for use by game engine developers. It allows engineers to examine, diagnose, and understand the GPU memory management within their projects. | 13/05/2020 | Colin Riley | Blogs,Product blogs |
~ID-012337 | Compressonator 4.0 – Utilize the Power of GPU-based Encoding | The Windows version of Compressonator 4.0 supports GPU encoding with DirectX® Compute (DXC) or OpenCLâ„¢ (OCL) shaders. | 10/05/2020 | Navin Patel | Blogs,Product blogs |
~ID-013579 | Integrating RenderDoc for Unconventional Apps | One of our engineers explains a few small code changes that can help you integrate RenderDoc for more unconventional applications. | 20/07/2020 | Matthäus Chajdas | Blogs |
~ID-013823 | Porting Detroit: Become Human from PlayStation® 4 to PC – Part 3 | The final part of this joint series with Quantic Dream discusses shader scalarization, async compute, multithreaded render lists, memory management using our Vulkan Memory Allocator (VMA), and much more. | 25/09/2020 | Lou Kramer | Blogs,Guest blogs |
~ID-013997 | Porting Detroit: Become Human from PlayStation® 4 to PC – Part 1 | Porting the PS4® game Detroit: Become Human to PC presented some interesting challenges. This first part of a joint collaboration from engineers at Quantic Dream and AMD discusses the decision to use Vulkan® and talks shader pipelines and descriptors. | 21/09/2020 | Lou Kramer | Blogs,Guest blogs |
~ID-013998 | Porting Detroit: Become Human from PlayStation® 4 to PC – Part 2 | Part 2 of this joint post between Quantic Dream and AMD looks at non-uniform resource indexing on PC and for AMD cards specifically. | 23/09/2020 | Lou Kramer | Blogs,Guest blogs |
~ID-014063 | Radeon™ GPU Profiler 1.8 released | The latest release of Radeonâ„¢ GPU Profiler introduces an updated Radeon Developer Panel, Instruction Timing, and more. | 14/09/2020 | Chris Hesik | Blogs,Product blogs |
~ID-014241 | Unified Radeon™ GPU Profiler and Radeon™ Memory Visualizer usage with Radeon™ Developer Panel 2.1 | This tutorial explains how to take advantage of the functionality in RDP v2.1 onwards, which unifies the RMV and RGP functionality from earlier versions to provide a unified workflow. | 01/10/2020 | Gordon Selley | Blogs,Product blogs |
~ID-014293 | FidelityFX-CLI – Testing FSR and FidelityFX CAS at the command-line | FidelityFX-CLI is a command-line Windows® program to test FidelityFX Super Resolution (FSR) 1.0 and Contrast Adaptive Sharpening (CAS) on image files. | 28/07/2021 | Adam Sawicki | Blogs,Product blogs |
~ID-014548 | International Women’s Day – GPUs, chips, and games: working at AMD DevTech | One of our Developer Technology Engineers, Lou Kramer, talks about the journey to start her career with AMD, what she actually does, and how she finds being a woman in engineering. | 08/03/2021 | Lou Kramer | Blogs |
~ID-014806 | Radeon™ Memory Visualizer v1.1 adds support for aliased resources and more | Radeon Memory Visualizer V1.1 introduces support for aliased resources, and allows selection of a resource in the memory leak finder pane. | 23/11/2020 | Anthony Hosier | Blogs,Product blogs |
~ID-014939 | Compressonator 4.1 – SNORM support for BC4/BC5, MIP map filter support, and more | Compressonator v4.1 adds SNORM support for BC4 and BC5, MIP map filter support using either GPU or CPU, GPU-based compression and MIP map generation, and much more. | 23/11/2020 | Navin Patel | Blogs,Product blogs |
~ID-015006 | GPUPerfAPI v3.7 includes Radeon™ RX 6000 support and new raytracing counters | GPUPerfAPI v3.7 brings support for Radeon™ RX 6000 series GPUs, new raytracing counters for DirectX® Raytracing, a new scalar and instruction cache counter, and new raytracing High-Frequency counters in Microsoft® PIX2. | 23/11/2020 | Amit Prakash | Blogs,Product blogs |
~ID-015133 | Radeon™ GPU Profiler 1.9 introduces support for Radeonâ„¢ RX 6000 Series | The latest release of RGP introduces support for Radeonâ„¢ RX 6000 Series (RDNAâ„¢ 2) and DirectX® Raytracing, along with several additional new features. | 23/11/2020 | Chris Hesik | Blogs,Product blogs |
~ID-015339 | Hardware-Accelerated Ray Tracing in AMD Radeonâ„¢ ProRender 2.0 | With specific hardware acceleration features implemented, content creators can accelerate their rendering using AMD Radeonâ„¢ RX 6000 Series graphics cards with Radeonâ„¢ ProRender 2.0. | 23/11/2020 | Takahiro Harada | Blogs,Product blogs |
~ID-016143 | Using Radeon™ GPU Analyzer v2.4.1 with DirectX® Raytracing | Radeon™ GPU Analyzer v2.4.1 introduces support for DXR shaders in a new mode of the command line tool. | 12/02/2021 | Amit Ben-Moshe | Blogs,Product blogs |
~ID-016509 | Radeon™ GPU Profiler v1.10 introduces GPU cache counters, Vulkan® ray tracing, and more | This latest release adds support for GPU cache counters, Vulkan® ray tracing, the latest RDNAâ„¢ 2 GPUs, and more. | 01/04/2021 | Chris Hesik | Blogs,Product blogs |
~ID-017363 | Updated Radeon ProRender 2 SDK now available with many new features | Read about Cryptomatte support, light group AOVs, deformation motion blur, homogeneous volume support, and our toon material in Radeonâ„¢ ProRender. | 28/04/2021 | Takahiro Harada | Blogs,Product blogs |
~ID-018196 | How to get the most out of Smart Access Memory (SAM) | Smart Access Memory (SAM) provides the CPU with direct access to all video memory. These guidelines help you to improve CPU and GPU performance using SAM. | 15/06/2021 | Oskar Homburg | Blogs |
~ID-019308 | New Radeon™ ProRender plug-in updates | Our Blender® add-on, Autodesk® Maya® plug-in, and the SideFX® Houdiniâ„¢ (USD) plug-in now incorporate the latest Radeonâ„¢ ProRender SDK. | 07/07/2021 | Brian Savery | Blogs,Product blogs |
~ID-019750 | Radeon™ GPU Profiler 1.11 released | RGP 1.11 introduces ray tracing call targets, enhancements to cache counters, and more. | 21/07/2021 | Chris Hesik | Blogs,Product blogs |
~ID-019914 | Compressonator 4.2 – Features update for BC1 and BC7 codecs, and more | Compressonator v4.2 brings improvements for BC1 and BC7 codecs, plus API, SDK, and CMake updates. | 30/07/2021 | Navin Patel | Blogs,Product blogs |
~ID-020260 | AMD USD™ Hydra™ plug-in for Blender® | Find out about our exciting new plug-in for Blender®, which uses the power of Open Standards to enable you to reference and assemble USDâ„¢, and use MaterialX. | 19/08/2021 | Brian Savery | Blogs,Product blogs |
~ID-020291 | Introducing Radeon™ ProRender SDK 2.02.6 | Introducing support for Apple M1, heterogeneous volume, and deepEXR. Plus improved CPU rendering, and toon contour rendering. | 31/08/2021 | Takahiro Harada | Blogs,Product blogs |
~ID-020439 | Vulkan’s Best Practice layer now has AMD-specific checks | Introducing AMD checks for the Vulkan® Best Practice validation layer! Find out more about how it now incorporates many of our performance suggestions. | 02/09/2021 | Nadav Geva | Blogs |
~ID-020878 | How to use AMD FidelityFX Super Resolution (FSR) 1.0 Unreal Engine 4 Plugin | Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 1.0 plugin for Unreal Engine 4. | 23/11/2021 | GPUOpen | Blogs,Product blogs |
~ID-021024 | New renderer backend and more in the updated Radeonâ„¢ ProRender SDK 2.02.10 | Introducing a new renderer backend and support for simpler volumes, cutting planes, and artistic control of shadow color. Also, new SDK tutorials are now available. | 17/12/2021 | Takahiro Harada | Blogs,Product blogs |
~ID-021100 | Understanding Graphs in Radeon GPU Profiler and GPUView | Find out how to read and understand graphs in Radeon GPU Profiler and GPUView in order to optimize your game more effectively. | 03/12/2021 | Adam Sawicki | Blogs,Product blogs |
~ID-021698 | Viewing DirectX® 12 Named Resources with Radeon™ Memory Visualizer 1.3 | Radeon Memory Visualizer (RMV) now supports Named Resources in DirectX® 12 applications. This blog explains how you can view them in RMV. | 20/01/2022 | GPUOpen | Blogs,Product blogs |
~ID-021824 | Visualizing VGPR Pressure with Radeonâ„¢ GPU Analyzer 2.6 | Radeon GPU Analyzer 2.6 introduces VGPR Pressure Visualization. This post explains exactly how to get the most out of this brand-new feature. | 20/01/2022 | Amit Ben-Moshe | Blogs,Product blogs |
~ID-021948 | Radeonâ„¢ GPU Profiler 1.12 features improvements to Instruction Timing | RGP 1.12 provides some significant enhancements to the Instruction Timing feature, including wavefront filtering and single-wavefront mode. | 20/01/2022 | Chris Hesik | Blogs,Product blogs |
~ID-022639 | Introducing Orochi – dynamic loading of HIP/CUDA® from a single binary | Orochi is a library that loads HIP and CUDA driver APIs dynamically at runtime, eliminating the overhead of maintaining separate backends. | 01/04/2022 | GPUOpen | Blogs,Product blogs |
~ID-022683 | Primitive variables, flexible ramp node, beta support for HIP in Radeonâ„¢ ProRender SDK 2.02.11 | The latest release of the ProRender SDK introduces support for primitive variables, enhanced Cryptomatte AOVs, AMD’s HIP API, and much more. | 07/03/2022 | Takahiro Harada | Blogs,Product blogs |
~ID-023170 | Announcing Vulkan Memory Allocator 3.0.0 and Direct3D 12 Memory Allocator 2.0.0 | Find out more about the latest releases of VMA and D3DMA – our easy-to-integrate memory allocation libraries for Vulkan® and Direct3D® 12. | 25/03/2022 | Adam Sawicki | Blogs,Product blogs |
~ID-023996 | Introducing HIP RT – a ray tracing library in HIP | HIP RT is a new ray tracing library for HIP. It makes it easy to write a ray tracing app using HIP. Check out this page for more information. | 12/04/2022 | GPUOpen | Blogs,Product blogs |
~ID-024637 | Radeonâ„¢ Memory Visualizer 1.4 introduces Smart Access Memory support | Find out in this blog post how you can make all memory visible to the CPU in Radeon Memory Visualizer (RMV) v1.4 with Smart Access Memory. | 21/04/2022 | Glen Kwasny | Blogs,Product blogs |
~ID-024662 | Radeonâ„¢ GPU Profiler 1.13 and Radeon Developer Panel 2.6 | RGP 1.13 adds enhanced ray tracing features, such as new performance counters and inline RT. RDP 2.6 includes improved data capture. | 21/04/2022 | Chris Hesik | Blogs,Product blogs |
~ID-024819 | TressFX 5.0 arrives as a patch for Unreal Engine | UE4 TressFX 5.0 has been designed to build upon the many features of UE4 TressFX 4.1, while being much easier to use. Find out what’s new! | 04/05/2022 | Lisen Wang | Blogs,Product blogs |
~ID-024955 | Integrating VRS in The Riftbreaker | EXOR Studios and AMD have collaborated to add Variable Rate Shading in The Riftbreaker. Read this guest blog to find out more! | 13/05/2022 | GPUOpen | Blogs,Guest blogs |
~ID-025067 | The “why” of multi-resolution geometric representation using Bounding Volume Hierarchy for ray tracing | The benefits of the level of details technique for ray tracing are not trivial. This blog explores the issues, giving the rationale for our new technique. | 09/05/2022 | Takahiro Harada | Article,Blogs |
~ID-025448 | Announcing Radeonâ„¢ Memory Visualizer support for Linux | RMV is now available on Linux. RMV and RDP officially support Ubuntu 20.04 with Linux distros requiring additional dependencies. Check it out! | 13/06/2022 | Glen Kwasny | Blogs,Product blogs |
~ID-025484 | Latest updates to Radeonâ„¢ ProRender plug-ins | Find out more about all our updates to the Radeon ProRender plug-ins, including new fog and shadow settings for ProRender in Blender and Maya. | 08/06/2022 | Brian Savery | Blogs,Product blogs |
~ID-025705 | How to use the AMD FidelityFX Super Resolution 2 (FSR 2) Unreal Engine plugin | Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 2 plugin for Unreal Engine 4.26/4.27 and UE5. | 24/06/2022 | GPUOpen | Blogs,Product blogs |
~ID-026634 | Improving raytracing performance with the Radeonâ„¢ Raytracing Analyzer (RRA) | Optimizing the raytracing pipeline can be difficult. Discover how to spot and diagnose common RT pitfalls with RRA, and how to fix them! | 15/09/2022 | David DiGioia | Blogs,Product blogs |
~ID-029030 | FSR 2 UE plugin enhancements part 1: Intro & improving foliage appearance using the base pass | Discover one of several ways to improve upscaled foliage appearance in the first of this five part blog series on getting the most out of our FSR 2.1 Unreal Engine plugin. | 19/10/2022 | GPUOpen | Blogs,Product blogs |
~ID-029168 | FSR 2 UE plugin enhancements part 4: Making a specific shading model write to the reactive mask | See ways you can improve suboptimal FSR 2 results caused by animated materials obscured by a fine mesh or grill with no motion vectors. | 19/10/2022 | GPUOpen | Blogs,Product blogs |
~ID-029297 | FSR 2 UE plugin enhancements part 2: Improving foliage appearance via content changes | Learn which content changes you can make in the Unreal Engine editor to improve the appearance of upscaled foliage. | 19/10/2022 | GPUOpen | Blogs,Product blogs |
~ID-029298 | FSR 2 UE plugin enhancements part 3: Improving foliage appearance with the ImproveStaticWPO patch | Find out how to apply one of our supplied Unreal Engine patches to improve upscaled foliage appearance with our FSR 2.1 plugin. | 19/10/2022 | GPUOpen | Blogs,Product blogs |
~ID-029366 | FSR 2 UE plugin enhancements part 5: Making materials reactive: Applying the LitReactiveShadingModel patch | This final part demonstrates how to apply the LitReativeShadingModel patch which adds a new Lit Reactive shading model. | 19/10/2022 | GPUOpen | Article,Blogs,Product blogs |
~ID-030234 | Introducing AMD lab notes – new programming tutorials for HPC and ML | In this blog series, we share the lessons learned from tuning a wide range of scientific applications, libraries, and frameworks for AMD GPUs. | 14/11/2022 | amd-lab-notes | Article |
~ID-030236 | AMD Matrix Cores (amd-lab-notes) | This first post in the ‘AMD lab notes’ series takes a look at AMD’s Matrix Core technology and how best to use it to speed up your matrix operations. | 14/11/2022 | amd-lab-notes | Article |
~ID-030237 | Finite Difference Method – Laplacian Part 1 (amd-lab-notes) | The finite difference method is a powerful tool for computational physics. This post covers how to implement a GPU-accelerated finite difference code using AMD’s HIP API. | 14/11/2022 | amd-lab-notes | Article |
~ID-032457 | Learn about Radeonâ„¢ Raytracing Analyzer 1.1 | The latest update for RRA includes changes to the camera system and support for split triangles and rebraided instances. Check it all out here! | 14/12/2022 | Anthony Hosier | Blogs,Product blogs |
~ID-034525 | RDNA 3: Radeon GPU Profiler 1.14 introduces support for Radeonâ„¢ RX 7000 Series, HIP, and more | Radeon GPU Profiler 1.14 is here, with support for Radeonâ„¢ RX 7000 series GPUs, profiling HIP applications, and much more. Take a look! | 14/12/2022 | Chris Hesik | Blogs,Product blogs |
~ID-036468 | Introducing AMD Render Pipeline Shaders SDK | Render Pipeline Shaders (RPS) SDK is now available for open beta access! | 15/12/2022 | GPUOpen | Blogs,Product blogs |
~ID-036749 | Finite Difference Method – Laplacian Part 2 (amd-lab-notes) | In this post we introduce two common optimizations that can be applied to the kernel to reduce data movement and bring us closer to the new peak: loop tiling to explicitly reduce memory loads and re-order the memory access pattern to improve caching. | 04/01/2023 | amd-lab-notes | Article |
~ID-036780 | How to accelerate AI applications on RDNA 3 using WMMA | This blog is a quick how-to guide for using the WMMA feature with our RDNA 3 GPU architecture using a Hello World example. | 10/01/2023 | GPUOpen | Blogs |
~ID-036855 | Announcing GFXReconstruct (v0.9.17) with DirectX®12 and DirectX® Raytracing support | AMD and LunarG are pleased to announce DirectX®12 (D3D12) and DirectX® Raytracing (DXR) support for the GFXReconstruct capture/replay tool. | 18/01/2023 | GPUOpen | Blogs,Product blogs |
~ID-036927 | Guest blog by EBB Software: Integrating FidelityFX Super Resolution 2 (FSR 2) into Scorn | In this guest post by EBB Software, learn how they integrated our FSR 2.1 plugin for Unreal Engine into their first title: Scorn | 28/02/2023 | EBB Software | Blogs,Guest blogs,Product blogs |
~ID-037035 | AMD ROCmâ„¢ Installation (amd-lab-notes) | Installation of the AMD ROCmâ„¢ software package can be challenging. This introductory material shows how to install ROCm on a workstation with an AMD GPU card that supports the AMD GFX9 architecture. | 26/01/2023 | amd-lab-notes | Article,Product blogs |
~ID-037066 | Introducing Compressonator v4.3 | Compressonator v4.3 is out now! v4.3 features Brotli-G lossless compression, multi-texture mipmap generation, and much more. | 27/01/2023 | GPUOpen | Blogs,Product blogs |
~ID-037553 | Radeonâ„¢ ProRender SDK 3.1.0 introduces bevel shader support, light linking, and much more | We are happy to announce Radeonâ„¢ ProRender SDK 3.1.0 is finally available, so let’s take a look at the latest updates and improvements. | 10/03/2023 | GPUOpen | Blogs,Product blogs |