Welcome to the AMD FidelityFX™ SDK
The AMD FidelityFX SDK is a collection of heavily optimized, open source technologies (shader and runtime code) that can be used by developers to improve their DirectX® 12 or Vulkan® applications.
The FidelityFX SDK includes:
AMD FidelityFX SDK Technique |
Samples |
GPUOpen page |
Description |
---|---|---|---|
Combined Adaptive Compute Ambient Occlusion (CACAO) 1.3 |
CACAO sample |
Uses intelligent and adaptive sampling techniques to produce excellent quality ambient occlusion at high performance. |
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Contrast Adaptive Sharpening (CAS) 1.1 |
CAS sample |
Implements a sharpening kernel that reclaims that high-frequency detail lost during rendering. |
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Denoiser 1.2 |
n/a |
Provides a set of denoising compute shaders which remove artifacts from reflection and shadow rendering. Useful for both raytraced or rasterized content. |
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Classifier 1.0 |
n/a |
n/a |
Provides a set of tile classification compute shaders which prepare tile metadata to drive indirect workload generation. It’s useful for guided and load-balanced ray tracing applications, letting you leverage ray tracing in an efficient manner. |
Luminance Preserving Mapper 1.3 |
LPM sample |
Offers a tone mapping and gamut mapping solution for HDR and wide gamut content. |
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Parallel Sort 1.2 |
Parallel Sort sample |
Implements GPU-accelerated parallel sorting techniques. The sorts are stable useful for sorting particles or other GPU-side data sets. |
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Single Pass Downsampler 2.1 |
SPD sample |
Allows you to downsample surfaces – and optionally generate a MIPmap chain – in a single compute dispatch. |
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Stochastic Screen-Space Reflections 1.4 |
SSSR sample |
Provides high-fidelity screen-spaced reflections in your scene, without a hefty performance price tag. |
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Super Resolution (Spatial) 1.1 |
Super Resolution sample |
Offers a spatial single-frame solution for producing higher resolution frames from lower resolution inputs. |
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Super Resolution (Temporal) 2.2.1 |
Super Resolution sample |
Offers both spatial single-frame and temporal multi-frame solutions for producing high resolution frames from lower resolution inputs. |
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Super Resolution 3 3.1.0 |
Offers generation of interpolated frames in combination with our temporal multi-frame solution for producing high resolution frames from lower resolution inputs. |
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Offers temporal multi-frame solutions for producing high resolution frames from lower resolution inputs. |
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Frame Interpolation 1.0.1 |
Offers generation of interpolated frames from multiple real input frames, and multiple sources of motion vector data. |
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A replacement DXGI Swapchain implementation for DX12 which allows for additional frames to be presented along with real game frames, with relevant frame pacing. |
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Optical Flow 1.0 |
Offers a motion-estimation algorithm which is useful for generating block-based motion vectors from temporal image inputs. |
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Variable Shading 1.1 |
Variable Shading sample |
Helps you to drive Variable Rate Shading hardware introduced in RDNA2-based and contemporary GPUs, by analyzing the luminance of pixels in a tile to determine where the shading rate can be lowered to increase performance. |
|
Blur 1.0 |
Blur sample |
A library of highly optimized functions which perform common blurring operations such as Gaussian blur, radial blurs, and others. |
|
Depth-of-Field 1.0 |
DoF sample |
Implements a high-quality DOF filter complete with bokeh. |
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Lens 1.0 |
Lens sample |
Implements a library of optimized lens effects including chromatic aberration, film grain, and vignetting. |
|
Classifier (Shadows) 1.1 Denoiser (Shadows) 1.2 |
Hybrid Shadows sample 1.1 |
An implementation of an example shadowing technique which shows you how you could combine rasterized shadow maps and hardware ray tracing to deliver high quality soft shadows at a reasonable performance cost. |
|
Classifier (Reflections) 1.1 Denoiser (Reflections) 1.2 |
Hybrid Reflections sample 1.1 |
An implementation of an an example reflections technique which shows you how you could mix FidelityFX SSSR with ray traced reflections, delivering higher quality reflections than SSSR alone at reasonable performance cost. |
|
New: Breadcrumbs library 1.0 |
Breadcrumbs sample |
Library aiding with post-mortem GPU crash analysis. |
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New: Brixelizer 1.0 |
Brixelizer GI sample |
A compute-based, highly-optimized sparse distance fields technique. |
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New: Brixelizer GI 1.0 |
Brixelizer GI sample |
A compute-based, highly-optimized global illumination technique, built with Brixelizer. |
Further information
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What’s new in AMD FidelityFX SDK
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FidelityFX SDK 1.1
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FidelityFX SDK 1.0
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Getting started
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Overview
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SDK structure
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Building the samples
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Running the samples
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Naming guidelines
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Tools
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Shader Precompiler
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FidelityFX SDK Media Delivery System
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Known issues
AMD FidelityFX SDK Sample |
API / Configuration |
Problem Description |
---|---|---|
FidelityFX LPM |
Vulkan / All configurations |
When rapidly pressing alt-enter to go to full screen mode and back, the HDR display handle can occasionally become lost leading to a dim screen until another full screen toggle is applied again. |
FidelityFX Hybrid Shadows / FidelityFX FSR |
Vulkan / All configurations |
Due to resource view handling in the native Vulkan backend, the ability to change the number of cascades on a directional light in Vulkan samples has been disabled to prevent sample instability. |
FidelityFX DOF |
All APIs / All Configs |
Some artifacts may occur on some Intel Arc GPUs. |
All FidelityFX SDK Samples |
All APIs / All Configs |
There is a resource leak in the UploadContext used to load glTF content. |
All FidelityFX SDK Samples |
All APIs / All Configs |
Windows path length restrictions may cause compile issues. It is recommended to place the SDK close to the root of a drive or use subst or a mklink to shorten the path. |
Open source
AMD FidelityFX SDK is open source, and available under the MIT license.
For more information on the license terms please refer to license .