Product blog posts
Here’s where you can find information about previous releases of our tools, SDKs, or effects, along with guides on how to use them.
Check out some of our recent blog posts
The latest release of the ProRender SDK introduces support for primitive variables, enhanced Cryptomatte AOVs, AMD’s HIP API, and much more.
RGP 1.12 provides some significant enhancements to the Instruction Timing feature, including wavefront filtering and single-wavefront mode.
Radeon GPU Analyzer 2.6 introduces VGPR Pressure Visualization. This post explains exactly how to get the most out of this brand-new feature.
Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 1.0 plugin for Unreal Engine 4.
Make sure you don't miss out on some of our most popular blogs!
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.
Radeon™ 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.
Don’t forget – you can find advice on developing with AMD hardware, ray tracing, Vulkan, DirectX, UE4, and lots more over in our Developer Guides.
Browse through all our product blogs...
|the_page_ID||Blog title||Description||Originally posted||Author||page_taxonomy_category|
|~ID-002077||AMD GPU Services, An Introduction||Useful information about features within our AMD GPU Services (AGS) library.||28th April 2016||Gareth Thomas||Product 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.||5th May 2016||Anas Lasram||Product 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.||4th April 2016||Timothy Lottes||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.||13th April 2016||Timothy Lottes||Product 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.||18th May 2016||Matthäus Chajdas||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.||23rd May 2016||Bruno Stefanizzi||Product 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.||16th August 2016||Carl Wakeland||Product 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.||27th September 2016||Bruno Stefanizzi||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.||5th October 2016||Timothy Lottes||Product blogs|
|~ID-004415||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.||31st October 2016||Karlo Jez||Product blogs|
|~ID-004839||AGS 5.0 – Shader Compiler Controls||Guide to using the shader compiler control API in AGS 5.0||12th January 2017||Gareth Thomas||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.||9th February 2017||Cristian Cutocheras||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.||27th February 2017||Karlo Jez||Product 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.||5th May 2017||Matthäus Chajdas||Product blogs|
|~ID-007332||Using AMD FreeSync™ Premium Pro HDR: Color Spaces||The first in a series of four tutorials related to AMD Freesync™ Premium Pro HDR. This tutorial covers terminology related to color.||20th March 2019||Ihor Szlachtycz||Product blogs|
|~ID-007493||Using AMD Freesync™ 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.||13th May 2019||Ihor Szlachtycz||Product blogs|
|~ID-007529||Using AMD FreeSync™ 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.||17th June 2019||Ihor Szlachtycz||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.||15th July 2019||Amit Ben-Moshe||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.||14th October 2019||Amit Ben-Moshe||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.||21st October 2019||Carl Wakeland||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).||18th December 2019||Tom Hammersley||Product blogs|
|~ID-008278||Using AMD FreeSync™ Premium Pro HDR: Code Samples||Part 4 of a series of posts on AMD FreeSync™ Premium Pro Technology. Here, we look at how to enable FreeSync Premium Pro with all next gen graphics APIs.||22nd January 2020||Ihor Szlachtycz||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.||9th January 2020||Rosanna Ashworth-Jones||Product blogs|
|~ID-011724||Getting Started with Radeon™ Memory Visualizer (RMV)||Radeon™ 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.||13th May 2020||Colin Riley||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 OpenCL™ (OCL) shaders.||10th May 2020||Navin Patel||Product blogs|
|~ID-014063||Radeon™ GPU Profiler 1.8 released||The latest release of Radeon™ GPU Profiler introduces an updated Radeon Developer Panel, Instruction Timing, and more.||14th September 2020||Chris Hesik||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.||1st October 2020||Gordon Selley||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.||28th July 2021||Adam Sawicki||Product 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.||23rd November 2020||Anthony Hosier||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.||23rd November 2020||Navin Patel||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.||23rd November 2020||Amit Prakash||Product blogs|
|~ID-015133||Radeon™ GPU Profiler 1.9 introduces support for Radeon™ RX 6000 Series||The latest release of RGP introduces support for Radeon™ RX 6000 Series (RDNA™ 2) and DirectX® Raytracing, along with several additional new features.||23rd November 2020||Chris Hesik||Product blogs|
|~ID-015339||Hardware-Accelerated Ray Tracing in AMD Radeon™ ProRender 2.0||With specific hardware acceleration features implemented, content creators can accelerate their rendering using AMD Radeon™ RX 6000 Series graphics cards with Radeon™ ProRender 2.0.||23rd November 2020||Takahiro Harada||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.||12th February 2021||Amit Ben-Moshe||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 RDNA™ 2 GPUs, and more.||1st April 2021||Chris Hesik||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 Radeon™ ProRender.||28th April 2021||Takahiro Harada||Product blogs|
|~ID-019308||New Radeon™ ProRender plug-in updates||Our Blender® add-on, Autodesk® Maya® plug-in, and the SideFX® Houdini™ (USD) plug-in now incorporate the latest Radeon™ ProRender SDK.||7th July 2021||Brian Savery||Product blogs|
|~ID-019750||Radeon™ GPU Profiler 1.11 released||RGP 1.11 introduces ray tracing call targets, enhancements to cache counters, and more.||21st July 2021||Chris Hesik||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.||30th July 2021||Navin Patel||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 USD™, and use MaterialX.||19th August 2021||Brian Savery||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.||31st August 2021||Takahiro Harada||Product 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.||23rd November 2021||GPUOpen||Product blogs|
|~ID-021024||New renderer backend and more in the updated Radeon™ 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.||17th December 2021||Takahiro Harada||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.||3rd December 2021||Adam Sawicki||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.||20th January 2022||GPUOpen||Product blogs|
|~ID-021824||Visualizing VGPR Pressure with Radeon™ 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.||20th January 2022||Amit Ben-Moshe||Product blogs|
|~ID-021948||Radeon™ 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.||20th January 2022||Chris Hesik||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.||1st April 2022||GPUOpen||Product blogs|
|~ID-022683||Primitive variables, flexible ramp node, beta support for HIP in Radeon™ 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.||7th March 2022||Takahiro Harada||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.||25th March 2022||Adam Sawicki||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.||12th April 2022||GPUOpen||Product blogs|
|~ID-024637||Radeon™ 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.||21st April 2022||Glen Kwasny||Product blogs|
|~ID-024662||Radeon™ 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.||21st April 2022||Chris Hesik||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!||4th May 2022||Lisen Wang||Product blogs|
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