Our talented engineering teams continue to innovate and develop critically-acclaimed and widely-used software products to help developers push the boundaries on what is possible with games and graphics applications.
With so many tools, SDKs, libraries, and effects available, if you’re new to GPUOpen, it’s not always easy to know where to start. This page is designed to be a helping hand to introduce you to what is available and point you in the right direction!
Note: GPUOpen also has an ever-increasing repository of documentation and videos, giving detailed support to developers in areas such as our hardware, programming, analysis, performance, and much more. We have a similar “getting started” page for this as well – why not take a look?
Jump to the section you need:
Our very popular Radeon Developer Tool Suite is a package containing several tools to help you analyze and optimize your graphics applications, and now includes ray tracing analysis. With support for Windows and Linux, and DirectX and Vulkan, our tool suite is the right place to start when you need to look at performance.
You can find out more and download the tool suite from any of the pages linked below.
Radeon™ Raytracing Analyzer (RRA) is a tool which allows you to investigate the performance of your raytracing applications and highlight potential bottlenecks.
Radeon™ Memory Visualizer (RMV) is a tool to allow you to gain a deep understanding of how your application uses memory for graphics resources.
RGP gives you unprecedented, in-depth access to a GPU. Easily analyze graphics, async compute usage, event timing, pipeline stalls, barriers, bottlenecks, and other performance inefficiencies.
Radeon GPU Analyzer is an offline compiler and performance analysis tool for DirectX®, Vulkan®, SPIR-V™, OpenGL® and OpenCL™.
Our tools engineers frequently release videos to help developers get the most out of our tools. These are a great way to get started! Links to the slides can be found in the YouTube descriptions.
Raytracing Performance Revealed – How to Optimize your Game with the Radeon™ Developer Tool Suite – YouTube link
In this presentation, we demonstrate how to use Radeon™ GPU Profiler and Radeon™ Raytracing Analyzer, to illuminate performance issues.
This video describes the benefits of bundling the Radeon™ GPU Profiler, Radeon™ Memory Visualizer, Radeon™ GPU Analyzer, and the Radeon™ Developer Panel into a single downloadable suite.
This video describes the changes and improvements made to the Radeon™ Memory Visualizer update 1.1.
This video introduces the new Radeon™ Memory Visualizer to help answer questions about memory allocations, resource bindings, page mappings, and more. Includes updates on RGP and RGA.
Dominik Baumeister shows you how to use RGP to identify problems relating to barriers, async, and compression, explains the underlying issues, and tells you how to fix them!
We are continually developing our tools, and our tools engineers will write new blog posts with every significant new update, to help you get the most out of the latest features.
There are too many to list here, so head on over to find our tools blogs on our software blogs page.
SDKs and libraries
We have a wide variety of libraries available, ranging from SDKs to give you access to GPU hardware information, to libraries that help you to manage memory when developing with low-level APIs Vulkan and Direct3D.
Besides the ones shown below, you can find lots more on our SDKs page.
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.
GPUPerfAPI provides access to GPU Performance Counters. It analyzes performance and execution characteristics of applications using a Radeon™ GPU.
VMA is our single-header, MIT-licensed, C++ library for easily and efficiently managing memory allocation for your Vulkan® games and applications.
The D3D12 Memory Allocator (D3D12MA) is a C++ library that provides a simple and easy-to-integrate API to help you allocate memory for DirectX®12 buffers and textures.
To help you get the best out of our libraries, our engineers often write blogs to assist. There are far too many to list here, but you should take a look at the SDKs section on our software blogs page.
While AMD FidelityFX Super Resolution is currently our most widely-known effect, our FidelityFX library of effects does not end with FSR!
We don’t want to pick favourites to shortlist here, so head on over to our Effects page to see them all listed!
If you’re working with our effects, you’re going to need to know about Cauldron, our experimentation framework which you can use to try out our effects and also get started with your own development.
Radeon™ Cauldron is our open source experimentation framework for DirectX®12 and Vulkan®.
This sample demonstrates how to use most of Cauldron’s features. It is also a useful reference for getting started with developing your own samples and prototypes.
Unsurprisingly, as our effects are so popular, we have a lot of videos produced by our engineers, often in collaboration with game developers where you can learn detailed information! Here are just some of our effects-related videos:
This talk will deep-dive into the rendering technology of Deathloop. We will explore the challenges and lessons learned.
This session covers the collaboration between AMD and Luminous Productions on their upcoming title: Forspoken.
FidelityFX Super Resolution 2.0 is AMD’s next generation upscaling technology. Check out our GDC talk to understand exactly how it works.
Microsoft® Game Stack Live: Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX
We explain how FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dive into specific AMD RDNA™ 2-based optimizations that benefit both Xbox Series X|S and PC.
Engineer Stephan Hodes provides a short description how VRS works, and how AMD’s FidelityFX Variable Shading technique can assist with integrating VRS into your engine.
This presentation will provide a technical overview of existing and new graphics effects available in GPUOpen and detail integration procedures for them.
While you can currently find the documentation for our effects packaged with them on GitHub, we’ve written a few handy blogs to guide you over on our software blogs page. These include guides on how to implement FidelityFX Super Resolution and TressFX in Unreal Engine.
Hybrid ray tracing
You don’t want to miss our hybrid ray tracing samples, which efficiently balance rasterization and ray tracing to help you maximise the impact of adding ray tracing to your games.
This sample demonstrates how to combine ray traced shadows and rasterized shadow maps together to achieve higher quality and performance.
This sample shows how to combine FidelityFX Stochastic Screen Space Reflections with ray tracing in order to create high quality reflections.
Our samples don’t stop there – we have compiled an ever-growing large library of samples to help you get started with our effects, DirectX®, Vulkan®, integrating our libraries, and much more.
Radeon ProRender and HIP
AMD Radeon™ ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce photorealistic images. We have several SDKs associated with it, along with support for HIP.
The lightweight accelerated ray intersection library for DirectX®12 and Vulkan®.
AMD Radeon™ ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images.
Harness the power of machine learning to enhance images with denoising, enabling your application to produce high quality images in a fraction of the time traditional denoising filters take.
Orochi is a library which loads HIP and CUDA® APIs dynamically, allowing the user to switch APIs at runtime.
HIP RT is a ray tracing library for HIP, making it easy to write ray tracing applications in HIP.
As well as videos on ProRender, we also have a video demonstrating how to use our very popular USD Hydra plugin for Blender.
This tutorial video demonstrates how to use our USD Hydra plug-in for Blender®, which uses the power of Open Standards to enable you to reference and assemble USD™, and use MaterialX.
Introducing the new version of AMD Radeon™ ProRender 2.0 with AMD Radeon™ RX 6000 Series graphics cards support. Find out about the performance optimizations we achieved from the hardware ray tracing support.
Introducing the new version of Radeon™ ProRender 2.0, the Universal Rendering API.
We keep developers regularly updated with what’s going on in the world of ProRender, HIP, and our associated plugins. There are too many to list here, but you can find them over on our software blogs page.
Tools not on GPUOpen
While we obviously recommend our own tools available here on GPUOpen, there are others you may also find useful, produced both by AMD and by third parties. Here’s a selection:
AMD μProf is a software profiling analysis tool that provides event information unique to the AMD “Zen”-based processors and AMD INSTINCT™ MI Series accelerators. AMD μProf enables the developer to better understand the limiters of application performance and evaluate improvements.
RenderDoc is a very popular free (MIT licensed) stand-alone graphics debugger. It provides straightforward single frame capture, and detailed examination of any application across a wide variety of APIs and platforms.
WPA is included in the Windows Assessment and Deployment Kit (Windows ADK). It is a tool that creates graphs and data tables of Event Tracing for Windows (ETW) events that are recorded by Windows Performance Recorder (WPR), Xperf, or an assessment that is run in the Assessment Platform.
We often give guidance on using some of these other tools in our performance guides and blogs. You can find some of the blogs here:
Find out how to read and understand graphs in Radeon GPU Profiler and GPUView in order to optimize your game more effectively.
One of our engineers explains a few small code changes that can help you integrate RenderDoc for more unconventional applications.
When associated with DDS files, RenderDoc generates thumbnails for DDS formats and displays them in Windows Explorer. Compressonator Core provides functions for compressing and decompressing DDS files.
Microsoft® PIX is the premiere integrated performance tuning and debugging tool for Windows game developers using DirectX® 12.
Microsoft PIX is the premiere integrated performance tuning and debugging tool for Windows game developers using DirectX 12.
PIX is a performance tuning and debugging tool for Windows developers using DirectX 12.
A guide to using the Windows Performance Analyzer tool, with a focus on video resources.
This page is only the beginning. There are hundreds of pages on GPUOpen we haven’t linked to here.
You can use the menu at the top to explore further, or take a look at some starting points for further reading below:
Latest news and updates for games and graphics developers from AMD’s GPUOpen.
If slide decks are what you’re after, you’ll find 100+ of our finest presentations here. Plus there’s a handy list of our product manuals!
Explore our huge collection of detailed tutorials, sample code, presentations, and documentation to find your answers to your graphics development questions.
Come see us in person! Or the next best thing – enjoy our large library of presentations from various developer events.
Words not enough? How about pictures? How about moving pictures? We have some amazing videos to share with you!
Discover our published publications.