Guest Authors
Since we launched GPUOpen back in 2016, we’ve had a steady flow of guest posts from, or in collaboration with, a variety of games developers.
Here, you can read about how others have implemented FidelityFX effects and other GPUOpen software. These guest authors also share with you insights into the development of their own games, including various techniques and algorithms, and how they measure and improve performance.
Learn from those who have already been there, and done that!
Popular guest posts
Guest blog by EBB Software: Integrating AMD 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
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!
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.
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).
See all our other guest posts
GPU Reshape Beta 2 Release
The latest beta of GPU Reshape introduces a waterfall feature, NonUniformResourceIndex validation, and much more! Read on…
Introducing GPU Reshape – shader instrumentation for everyone
GPU Reshape brings powerful features typical of CPU tooling to the GPU, providing validation of dynamic behaviour. Read on for all of the details.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Implementing LiquidVR™ 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.
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.
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.
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.
Anatomy Of The Total War Engine: Part II
Tamas Rabel from Creative Assembly discusses how performance was measured with the Total War Engine.