Presentations and manuals

Presentations

Whether it’s Powerpoints or PDFs from events, or slides from one of our videos, we’ve listed our 100+ presentations in this handy searchable table!

TitleInformationEventYear
PDFGPU Work Graphs Course: SIGGRAPH 2025Presented by Bastian Kuth (Coburg University), Max Oberberger (AMD), and Quirin Meyer (Coburg University) [13MB]SIGGRAPH 20252025
PowerPointOptimization with Radeon GPU Profiler – A Vulkan Case StudyPresented by Gregory Mitrano (AMD) [5.3MB]Other0
PDFTrueAudio Next WhitepaperAMD TrueAudio Next is a software development kit for GPU accelerated and multi-core high-performance audio signal processing. [0.3MB]None0
PDFFast Triangle Reordering for Vertex Locality and Reduced OverdrawThis paper presents novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. [2.45MB]None0
PowerPointGetting the Best out of D3D12Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Evan Hart, Principal Engineer, NVIDIA [4.7MB]GDC2015
PowerPointVisual Effects in Star CitizenPresented by Alistair Brown, Director of Graphics Programming, Cloud Imperium [120MB]GDC2015
PowerPointAdvancements In Tiled RenderingPresented by Gareth Thomas, Developer Technology Engineer, AMD [27.4MB]GDC2015
PowerPointLow Latency and Stutter-Free Rendering in VR and Graphics ApplicationsPresented by Layla Mah, Lead Architect, VR & Advanced Rendering, AMD [34.7MB]GDC2015
PowerPointOptimizing Games for Graphics Core Next Architecture using AMD Graphics ToolsPresented by Gordon Selley and Sigal Algranaty, Software Development Engineers, AMD [24.9MB]GDC2015
PowerPointAugmented Hair in Deus Ex Universe Projects – TressFX 3.0Presented by Jason Stewart, Software Engineer, AMD and Uriel Doyon, 3D Programmer, Eidos-Montréal [25MB]GDC2015
PowerPointD3D12 A new meaning for efficiency and performancePresented by Dave Oldcorn, Software Engineering Fellow, AMD; Stephan Hodes, Developer Technology Engineer, AMD; Max McMullen, Principal Development Lead, Microsoft; Dan Baker, Graphics Architect, Oxide Games [4.1MB]GDC2015
PowerPointHeterogeneous Computing for an Internet of Things WorldKeynote presented by Scott Aylor, Corporate Vice President & GM, AMD Embedded Solutions [13.6MB]Embedded WC, Germany2015
PowerPointAccelerating Computer Vision and Image Processing via Heterogeneous Compute… TransparentlyPresented by Raghunath Rao, Ph.D. and Harris Gasparakis, Ph.D. [3.1MB]Embedded WC, Germany2015
PowerPointEvolution of Multimedia & DisplayPresented by Mazen Salloum [8.9MB]Embedded WC, Germany2015
PDFDX12 & Vulkan: Dawn of a New Generation of Graphics APIsPresented by Stephan Hodes, AMD [0.7MB]GDC Europe2015
PDFPractical DirectX 12 – Programming Model and Hardware CapabilitiesPresented by Gareth Thomas (AMD), Alex Dunn (NVIDIA) [1.2MB]GDC2016
PDFVulkan Fast PathsPresented by Graham Sellers (AMD), Timothy Lottes (AMD), Matthaeus Chajdas (AMD) [1.5MB]GDC2016
PDFLet Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXLPresented by Doron Ofek (AMD) [1.7MB]GDC2016
PDFRight on Queue: Advanced DirectX 12 ProgrammingStephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide) [1.6MB]GDC2016
PDFD3D12 & Vulkan: Lessons LearnedPresented by Matthaeus Chajdas (AMD) [6MB]GDC2016
PDFAdvanced Techniques and Optimization of HDR Color PipelinesPresented by Timothy Lottes (AMD) [8.3MB]GDC2016
PDFLiquidVR Today and TomorrowPresented by Guennadi Riguer (AMD) [3.6MB]GDC2016
PDFMultiplatform GPU Ray-Tracing Solutions With FireRender and FireRaysPresented by Takahiro Harada (AMD), Dmitry Kozlov (AMD) [49.5MB]GDC2016
PDFGPUOpen – Unlocking Game Development with Open SourcePresented by Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal) and others [5.0MB]GDC2016
PDFThe Most Common Vulkan MistakesPresented by Dominik Witczak (AMD) at the University of Lodz in Poland [1.7MB]Other2016
PDFclSPARSE: A Vendor-Optimized Open Source Sparse BLAS LibraryPresented by Joseph Greathouse, Kent Knox, Kiran Varaganti and Mayank Daga (AMD) and Jakub Pola (University of Wrocaw and Vratis, Ltd.) [1.7MB]IWOCL, Vienna2016
PDFRadeon Rays WhitepaperRadeon-Rays is a GPU intersection acceleration library with basic support for heterogeneous systems. AMD developed Radeon-Rays to help developers get the most out of AMD GPUs and CPU or APUs, as well as save them from maintaining hardware-dependent code. [1.0MB]None2016
PDFD3D12 and Vulkan Done RightAdvanced Graphics Techniques Tutorial. Presented by Gareth Thomas (AMD) [0.7MB]GDC2017
PDFWave Programming in D3D12 and VulkanAdvanced Graphics Techniques Tutorial. Presented by David Lively (AMD) & Holger Gruen (NVIDIA) [2.1MB]GDC2017
PDFAsync Compute Deep DiveAdvanced Graphics Techniques Tutorial. Presented by Alex Dunn (NVIDIA) & Stephan Hodes (AMD) [0.9MB]GDC2017
PDFMoving to DirectX 12: Lessons LearnedAdvanced Graphics Techniques Tutorial. Presented by Tiago Rodrigues (Ubisoft Montreal) [13.2MB]GDC2017
PDFCinematic Depth of FieldAdvanced Graphics Techniques Tutorial. Presented by Karl Hillesland (AMD) [0.8MB]GDC2017
PDFD3D12 & Vulkan: Lessons learnedPresented by Matthaeus Chajdas (AMD) [1.2MB]GDC2017
PDFAdvanced Shader Programming on GCNPresented by Timothy Lottes (AMD) [0.7MB]GDC2017
PDFReal-Time Finite Element Method (FEM) and TressFX 4.0Presented by Eric Larsen (AMD) and Dongsoo Han (AMD) [0.8MB]GDC2017
PDFExplicit DirectX 12 Multi GPU renderingPresented by Raul Aguaviva (AMD) & Dan Baker (Oxide Games) [2.5MB]GDC2017
PDFTrue Audio Next and Multimedia AMD APIs in games and VR applications developmentPresented by Mikhail Mironov (AMD) & Pavel Siniavine (AMD) [1.9MB]GDC2017
PDFRadeon ProRender and Radeon Rays in a Gaming rendering workflowPresented by Dmitry Kozlov (AMD) & Takahiro Harada (AMD) [4.3MB]GDC2017
PDFA Sampling of UE4 Rendering ImprovementsCapsaicin and Cream Session [Video]. Presented by Arne Schober (Epic) [1.3MB]GDC2017
PDFScriptable Rendering PipelineCapsaicin and Cream Session [Video]. Presented by Aras Pranckevicius (Unity) [3.8MB]GDC2017
PDFImproving Texture Compression in GamesCapsaicin and Cream Session [Video]. Presented by Stephanie Hurlburt (Binomial) [0.3MB]GDC2017
PDFHow We Rethought Compression in GamesCapsaicin and Cream Session [Video]. Presented by Tamas Rabel (Creative Assembly) [2.5MB]GDC2017
PDFSubsurface Scattering in Unreal’s Forward RendererCapsaicin and Cream Session [Video]. Presented by Tom Sanocki (Limitless) and Dave Wilkinson (AMD) [1.1MB]GDC2017
PDFD3D12 Future, VR and BeyondCapsaicin and Cream Session [Video]. Presented by Dan Baker (Oxide) [1.2MB]GDC2017
PDFOptimizing for AMD Ryzen CPUPresented by Kenneth Mitchell (AMD) & Elliot Kim (AMD) [1.9MB]GDC2017
PDFAMD ‘Vega’ Instruction Set ArchitectureThis document describes the environment, organization and program state of AMD ‘Vega’ Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers. [4.7MB]None2017
PowerPointNew Techniques for Accurate Real-Time ReflectionsAdvanced Graphics Techniques Tutorial. Presented by Max McMullen (Microsoft), Max Aizenshtein (Futuremark) [6.3MB]GDC2018
PowerPointMemory management in Vulkan and DX12Advanced Graphics Techniques Tutorial. Presented by Adam Sawicki (AMD) [1.7MB]GDC2018
PDFThe Latest Graphics Technology in Remedy’s Northlight EngineAdvanced Graphics Techniques Tutorial. Presented by Tatu Aalto (Remedy) [12.6MB]GDC2018
PowerPointGPU-based clay simulation and ray-tracing tech in ClaybookAdvanced Graphics Techniques Tutorial. Presented by Sebastian Aaltonen (Second Order) [24.4MB]GDC2018
PowerPointThe Elusive Frame Timing: A Case Study for Smoothness Over SpeedAdvanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [5.8MB]GDC2018
PowerPointWater rendering in Far Cry 5Advanced Graphics Techniques Tutorial. Presented by Bane Grujic (Ubisoft), Cristian Cutocheras (AMD) [808MB]GDC2018
PDFReal-time ray-tracing techniques for integration into existing renderersAMD Sponsored Session. Presented by Takahiro Harada [3.0MB]GDC2018
PowerPointThe Art of Profiling – Radeon GPU Profiler & RenderDocAMD Sponsored Session. Presented by Gordon Selley (AMD), Baldur Karlsson (RenderDoc), Navin Patel (AMD), Herb Marselas (AMD), Budi Purnomo (AMD) [11.8MB]GDC2018
PowerPointSimulating and Rendering Physically-Realistic Curly HairAMD Sponsored Session. Presented by Zheng Qiqiang (Netease), Sean Skelton (AMD) [173.0MB]GDC2018
PowerPointTaking the Red Pill – Using Radeon GPU Profiler to look inside your gameAMD Sponsored Session. Presented by Jason Stewart (AMD), Rolando Caloca (Epic) [10.6MB]GDC2018
PowerPointEngine Optimization Hot LapAMD Sponsored Session. Presented by Timothy Lottes [10.2MB]GDC2018
PDFOptimizing for the AMD Ryzen family of CPU and APU processorsAMD Sponsored Session. Presented by Ken Mitchell (AMD), Elliot Kim (AMD) [1.4MB]GDC2018
PowerPointPorting your engine to Vulkan or DX12Presented by Adam Sawicki at Digital Dragons, Kraków, Poland [Video] [15.3MB]Digital Dragons2018
PowerPointOptimize Your Engine Using Compute4C 2018. Presented by Lou Kramer (AMD) in Prague [Video] [2.9MB]4C2018
PDFWorld War Z – Using Vulkan® to Tame the Zombie SwarmReboot DEVELOPRED 2019. [Video] Presented by Jordan Logan (AMD) and Nikolai Petrov (Saber Interactive) [1.4MB]Reboot DEVELOPRED 20192019
PDFEfficient Rendering in The Division 2Advanced Graphics Techniques Tutorial. Presented by Calle Lejdfors (Ubisoft), Raul Aguaviva (AMD) [52MB]]GDC2019
PDF4 Million Acres, Seriously! GPU-Based Procedural Terrains in Serious Sam 4Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [22MB]GDC2019
PDFSurfing The Wave(front)s With Radeon GPU ProfilerAdvanced Graphics Techniques Tutorial. Presented by Dominik Baumeister (AMD) [81MB]GDC2019
PDFDebugging and Profiling DXR and Vulkan Ray-TracingAdvanced Graphics Techniques Tutorial. Presented by Aurelio Reis [81MB]GDC2019
PDFHigh Zombie Throughput in Modern GraphicsAdvanced Graphics Techniques Tutorial. Presented by Anton Krupkin (Saber), Denis Sladkov (Saber) [88MB]GDC2019
PDFBreaking Down Barriers: An Introduction to GPU SynchronisationAdvanced Graphics Techniques Tutorial. Presented by Matt Pettineo (Ready at Dawn) [24MB]GDC2019
PDFWakes, Explosions and Lighting: Interactive Water Simulation in AtlasAdvanced Graphics Techniques Tutorial. Presented by Mark Mihelich (Studio Wildcard), Tim Tcheblokov (NVIDIA) [99MB]GDC2019
PDFEnabling Real-Time Light Baking Workflows in Saber Engine with AMD Radeon RaysAMD Sponsored Session. Presented by Dmitry Kozlov (AMD), Max Gridnev (Saber) [2.6MB]GDC2019
PDFAMD Ryzen Processor Software OptimisationAMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.2MB]GDC2019
PDFPowering Spatial Audio on GPUs Through Hardware, Software and ToolsAMD Sponsored Session. Presented by Lakulish Antani (Valve), Carl Wakeland (AMD) [31MB]GDC2019
PDFDirectX 12 Optimisation Techniques on Biohazard RE:2 and Devil May Cry 5AMD Sponsored Session. Presented by Ojiro Tanaka (Capcom), Ash Smith (AMD) [44MB]GDC2019
PDFA Blend of GCN Optimisation and Colour ProcessingAMD Sponsored Session. Presented by Timothy Lottes (AMD), Jordan Logan (AMD) [19MB]GDC2019
PDFAMD GPU Performance RevealedAMD Sponsored Session. Presented by Amit Ben-Moshe (AMD), Rodrigo Urra (AMD) [11MB]GDC2019
PDFOptimising a AAA Vulkan Title on DesktopVulkanised 2019. Presented by Lou Kramer, 20 May 2019, Vulkanised, Cambridge, UK [3.6MB]Vulkanised2019
PDFTriangles Are Precious, Let’s Treat Them with CareNordic Game, Malmö, Sweden. Presented by Dominik Baumeister, 23 May 2019. [4.0MB]Nordic Game2019
PowerPointContrast Adaptive Sharpening (CAS)AMD Developer Day. Presented by Lou Kramer, June 2019 [54.1MB]AMD Developer Day2019
PDFMake Your Game Friendly for Graphics Debugging and OptimizationPresented by Adam Sawicki, 27 May 2019, Digital Dragons, Kraków, Poland [2.1MB]Digital Dragons2019
PDFFEMFX – My First FEM Barrel – WalkthroughFEMFX is a multithreaded CPU library for deformable material physics, using the Finite Element Method (FEM). This document provides a walkthrough for constructing a simple wooden barrel. [5.5MB]None2019
PDFAll the Pipelines – Journey through the GPUGame Industry Conference 2020. [Video] Presented by Lou Kramer (AMD) [1.0MB]GIC 20202020
PDFAMD Ryzen Processor Software OptimizationLet’s Build… 2020 Virtual Event. [Video] Presented by Ken Mitchell (AMD) [8MB]Let’s Build…2020
PDFOptimizing for the Radeon RDNA ArchitectureLet’s Build… 2020 Virtual Event. [Video] Presented by Lou Kramer (AMD) [2MB]Let’s Build…2020
PDFFrom Source to ISA: A Trip Down the Shader Compiler PipelineLet’s Build… 2020 Virtual Event. [Video] Presented by Matthaeus Chajdas (AMD) and Nicolai Haehnle (AMD)[8MB]Let’s Build…2020
PDFA Review of GPUOpen EffectsLet’s Build… 2020 Virtual Event. [Video] [PPTX 50Mb] Presented by Jason Lacroix (AMD)[5MB]Let’s Build…2020
PowerPointCuring Amnesia and Other GPU Maladies With AMD Developer ToolsLet’s Build… 2020 Virtual Event. [Video] Presented by Gordon Selley (AMD) Chris Hesik (AMD) and Amit Ben-Moshe (AMD)[5MB]Let’s Build…2020
PDFRadeon ProRender Full Spectrum Rendering 2.0: The Universal Rendering APILet’s Build… 2020 Virtual Event. [Video] Presented by Dimitry Kozlov (AMD) and Takahiro Harada (AMD)[55MB]Let’s Build…2020
PDFConcurrency Model in Explicit Graphics APIsPresented by Dominik Baumeister (AMD) and Matthaeus Chajdas (AMD) at TU Munich, June 2020 [1.3MB]TU Munich2020
PDFRDNA Architecture PresentationThe Game Engineering team – in collaboration with other colleagues around the company – has put together an RDNA architecture presentation containing doodles, notes and explanation about the structure of RDNA, how it works, and the differences from our previous architectures. [1.0MB]None2020
PDFRDNA WhitepaperOfficial RDNA Whitepaper, hosted on amd.com. [2.1MB]None2020
PDFAMD RDNA 1.0 Instruction Set ArchitectureThis document describes the environment, organization and program state of AMD ‘RDNA’ Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers. [4.0MB]None2020
PDFAMD ‘Vega’ 7nm Instruction Set ArchitectureThis document describes the environment, organization and program state of AMD ‘Vega’ 7nm Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers. [4.2MB]None2020
PowerPointAMD Ryzen™ Processor Software OptimizationMicrosoft® Game Stack Live 2021. [Video] Presented by Ken Mitchell, AMD Game Engineering[17MB]Microsoft® Game Stack Live 20212021
PowerPointDenoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFXMicrosoft® Game Stack Live 2021. [Video] Presented by Dominik Baumeister (AMD) [74MB]Microsoft® Game Stack Live 20212021
PDFCompute ShadersGames Industry Conference 2021. [Video] Presented by Lou Kramer (AMD) [3.2MB]GIC 20212021
PDFAMD’s Raytracing Research[Video] Presented by Takahiro Harada (AMD) [3.1MB]None2021
PDFEfficient Use of GPU Memory in Modern GamesDigital Dragons 2021. [Video] Presented by Adam Sawicki (AMD) [2.3MB]Digital Dragons 20212021
PDFFidelityFX Parallel SortPresented by Jason Lacroix (AMD) [0.6MB]None2021
PDFHybrid ShadowsPresented by Jordan Logan (AMD) [0.2MB]None2021
PDFMemory Management in the APEX EngineDigital Dragons 2022. [Video] Presented by Daniel Isheden (Avalanche Studios Group) and Lou Kramer (AMD) [3.7MB]Digital Dragons 20222022
PDFLet’s talk about (GPU) crashesReboot DEVELOPBLUE 2022. Presented by Adam Sawicki (AMD) [1.6MB]Reboot DEVELOPBLUE 20222022
PowerPointDeep Dive into FidelityFX Super Resolution 2Reboot DEVELOPBLUE 2022. Presented by Dihara Wijetunga (AMD) [31.2MB]Reboot DEVELOPBLUE 20222022
PDFGPU Submission StrategiesReboot DEVELOPBLUE 2022. Presented by Mattias Liljeson (AMD) [6.9MB]Reboot DEVELOPBLUE 20222022
PDFThe Render Pipeline Shaders SDKAdvanced Graphics Summit. Presented by Zhuo Chen (AMD) [4.1MB] [Video]GDC 20222022
PDFAMD Ryzen™ Processor Software OptimizationGDC 2022. [Video] Presented by Ken Mitchell (AMD) [1.8MB]GDC 20222022
PDFBreaking down the world of Athia: the technologies of ForspokenGDC 2022. [Video] Presented by Teppei Ono (Luminous Productions) and Aurélien Sérandour (AMD) [11.2MB]GDC 20222022
PDFRaytracing Performance Revealed – How to optimize your game with the RDTSGDC 2022. [Video] Presented by Christopher Hesik and Can Alper (AMD) [9.6MB]GDC 20222022
PDFPerformant Reflective Beauty – Hybrid Raytracing with Far Cry 6GDC 2022. [Video] Presented by Stephanie Brenham (Ubisoft Toronto) and Ihor Szlachtycz (AMD) [6.2MB]GDC 20222022
PDFFidelityFX Super Resolution 2.0GDC 2022. [Video] Presented by Thomas Arcila and Colin Riley (AMD) [1.9MB]GDC 20222022
PDFA Guided Tour of Blackreef: Rendering Technologies in DeathloopGDC 2022. [Video] Presented by Gilles Marion (Arkane Studios Lyon) and Lou Kramer (AMD) [8.5MB]GDC 20222022
PDFGIC 2023 – Mesh Shaders and Work Graphs – The Perfect Pair

Presented by Lukasz Izdebski (AMD) [3MB]

GIC 20232023
PDFAMD RDNA™ 3: Beyond the current genReboot DEVELOPBLUE 2023. Presented by Lou Kramer (AMD) [1.8MB]Reboot DEVELOPBLUE 20232023
PDFGDC 2023 – Temporal Upscaling Past, Present, and Future

AMD Sponsored Session. Presented by Stephan Hodes (AMD) [2MB]

GDC 20232023
PDFGDC 2023 – The FidelityFX SDK

AMD Sponsored Session. Presented by Jason Lacroix (AMD) [2MB]

GDC 20232023
PDFGDC 2023 – Real-time Sparse Distance Fields for GamesAMD Sponsored Session. Presented by Lou Kramer (AMD) [2MB]GDC 20232023
PDFGDC 2023 – AMD Ryzen Processor Software OptimizationAMD Sponsored Session. Presented by John Hartwig and Ken Mitchell (AMD) [2MB]GDC 20232023
PDFGDC 2023 – Optimizing Game Performance with the Radeon Developer Tool SuiteAMD Sponsored Session. Presented by Chris Hesik and Can Alper (AMD) [6MB]GDC 20232023
PDFGDC 2023 – DirectStorage: Optimizing Load-time and StreamingAMD Sponsored Session. Presented by David Ziman (AMD) [2MB]GDC 20232023
PDFGraphics Programming Conference (Breda, NL) 2024 – Occupancy Explained

Presented by François Guthmann (AMD) [6MB]

GPC 20242024
PDFDigital Dragons 2024 – Mesh Shaders and Work Graphs – The Perfect Pair

Presented by Lukasz Izdebski (AMD) [61MB]

Digital Dragons 20242024
PDFDigital Dragons 2024 – GPU Reshape – Modern Shader Instrumentation and Instruction Level Validation

Presented by Miguel Petersen (Striking Distance Studios) and Lou Kramer (AMD) [3MB]

Digital Dragons 20242024
PDFGDC 2024 – GPU Work Graphs: Welcome to the Future of GPU Programming

Advanced Graphics Summit. Presented by Matthäus Chajdas (AMD) [6MB]

GDC 20242024
PDFGDC 2024 – Mesh shaders in AMD RDNA™ 3 architecture

AMD Sponsored Session. Presented by Lou Kramer (AMD) and Max Oberberger (AMD) [2.7MB]

GDC 20242024
PDFGDC 2024 – High performance rendering in Snowdrop using AMD FidelityFX™ Super Resolution 3 (FSR 3)

AMD Sponsored Session. Presented by Colin Riley (AMD) and Hampus Siversson (Massive Entertainment) [2.8MB]

GDC 20242024
PDFGDC 2024 – AMD Ryzen™ processor software optimization

AMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.4MB]

GDC 20242024
PDFGDC 2024 – Global Illumination with AMD FidelityFX™ Brixelizer, plus AMD FidelityFX SDK updates

AMD Sponsored Session. Presented by Dihara Wijetunga (AMD) [6.9MB]

GDC 20242024
PDFGDC 2024 – Game optimization with the Radeon Developer Tool Suite

AMD Sponsored Session. Presented by Amit Mulay (AMD) and Chris Hesik (AMD) [6.2MB]

GDC 20242024
PDFGDC 2024 – Introducing GPU Reshape

AMD Sponsored Session. Presented by Miguel Petersen (Striking Distance Studios) [0.7MB]

GDC 20242024
PDFGDC 2024 – Post-mortem GPU crash analysis with AMD Radeon™ GPU Detective (RGD)

AMD Sponsored Session. Presented by Adam Sawicki (AMD), Amit Mulay (AMD), Marco Bouterse (Nixxes Software) [0.9MB]

GDC 20242024

All PDF manuals

TitleDescriptionCategory
GitHubTressFXThe TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur.Effect
PDFFEMFXFEMFX is a multithreaded CPU library for deformable material physics, using the Finite Element Method (FEM).Effect
PDFLiquidVRLiquidVR provides a Direct3D 11-based interface for applications to get access to the following GPU features regardless of whether a VR device is installed on a system.Effect
GitHubDenoiserFidelityFX Denoiser contains a collection of highly optimized denoiser implementations for specific use cases.Effect
PDFVariable ShadingAMD FidelityFX Variable Shading (VS) provides an open source header implementation to easily integrate Variable Rate Shading into your game. The effect works by analyzing luminance variance in the previous frame and uses motion vectors to generate a shading rate image.Effect
GitHubCASContrast Adaptive Sharpening (CAS) is a low overhead adaptive sharpening algorithm with optional up-sampling.Effect
GitHubSuper Resolution 2AMD FidelityFX Super Resolution 2 (FSR 2) is an open source, high-quality solution for producing high resolution frames from lower resolution inputs.Effect
PDFLuma Preserving MapperAMD FidelityFX LPM provides an open source library to easily integrate HDR, and wide gamut tone and gamut mapping into your game.Effect
PDFParallel SortAMD FidelityFX Parallel Sort provides an open source header implementation to easily integrate a highly optimized compute-based radix sort into your game.Effect
PDFDownsamplerAMD FidelityFX Single Pass Downsampler (SPD) provides an RDNA?-optimized solution for generating up to 12 MIP levels of a texture.Effect
GitHubCACAOAMD FidelityFX Combined Adaptive Compute Ambient Occlusion (CACAO) is an RDNA-optimized implementation of ambient occlusion.Effect
GitHubScreen Space ReflectionsHigh-fidelity reflections in your scene, without costing the earth. AMD FidelityFX Stochastic Screen Space Reflections (SSSR) uses your rendered frame to create brilliant reflections.Effect
PDFSuper ResolutionAMD FidelityFX Super Resolution (FSR) is our open source, high-quality solution for producing high resolution frames from lower resolution inputs.Effect
PDFRapidFireThe RapidFire SDK provides an interface for cloud gaming and virtualization applications to reduce the encoding latency by utilizing AMD FirePro GPUs.SDK
PDFRadeon RaysRadeon Rays is a GPU intersection acceleration library with basic support for heterogeneous systems. AMD developed Radeon-Rays to help developers get the most out of AMD GPUs and CPU or APUs, as well as save them from maintaining hardware-dependent code.SDK
GitHubAMD GPU Services (AGS)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.SDK
GitHubAMD Display Library (ADL)The AMD Display Library (ADL) SDK is designed to access display driver functionality for AMD Radeon and AMD FirePro graphics cards.SDK
GitHubAdvanced Media FrameworkThe Advanced Media Framework SDK provides developers with optimal access to AMD GPUs for multimedia processing. This SDK may be used in developing wireless display, remote desktop, video editing, transcode and playback applications.SDK
GitHubCauldronCauldron is a framework for rapid prototyping that is used in AMD SDK samples and effects.SDK
GitHubVulkan Memory AllocatorThe Vulkan Memory Allocator (VMA) library provides a simple and easy to integrate API to help you allocate memory for Vulkan? buffer and image storage.SDK
GitHubD3D12 Memory AllocatorThe D3D12 Memory Allocator (D3D12MA) is a C++ library that provides a simple and easy-to-integrate API to help you allocate memory for DirectX12 buffers and textures.SDK
LinkOpen Capture and Analytics Tool (OCAT)OCAT shows how well a game is performing on your machine in real-time with low overhead. Provides an in-game overlay with the current frame rate to give you an at-a-glance overview of instantaneous performance.Tool
PDFTrue Audio NextAMD TrueAudio Next is a software development kit for GPU accelerated and multi-core high-performance audio signal processing. These are the build instructions.Tool
GitHubAMD Radeon ProRenderAMD Radeon ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images.Tool
LinkCompressonatorCompressonator is a set of tools to allow artists and developers to more easily work with compressed assets and easily visualize the quality impact of various compression technologies.Tool

Just after our ISAs or MES firmware spec?

Our ISA guides are intended for programmers writing application and system software, including operating systems, compilers, loaders, linkers, device drivers, and system utilities.

Micro engine scheduler (MES) firmware is responsible for the scheduling of the graphics and compute work on the AMD RDNA™ 3 GPUs.

Is this you? Then you’ll find what you need related to programming our GPU architectures on this page! 

Tutorials and release info more your thing?

While we have shared links to our product manuals below, you may be looking for more of a general guide or how-to for a tool, effect, or SDK, or want to learn about the features in its latest release.

We’ve got a dedicated product blog page here on GPUOpen with a wide range of posts covering the above!

You may also like…

Related news and technical articles