Yet more exciting updates for game developers here on GPUOpen
April may be coming to an end, but we’re not finished releasing shiny new content on GPUOpen!
Last week, we were proud to support Microsoft® with their fantastic Game Stack Live virtual event, including the news that select FidelityFX will now be available for the Xbox GDK.
As it turns out, that was just the beginning of our effects-related releases this month, as you’re about to discover:
We are really excited to introduce this brand new sample code, which shows off a way to use ray tracing and traditional rasterization to accelerate high-quality shadows. It also incorporates our new shadow denoiser, which was developed specifically for this technique and tuned for each platform.
UPDATED – AMD FidelityFX LPM (Luminance Preserving Mapper aka HDR Mapper)
This is our open source library for easily integrating HDR and wide gamut tone and gamut mapping into your game. These latest updates include windowed mode HDR10 support for DirectX®12, among others. LPM is highly configurable, so to make it even easier for you to get started integrating LPM into your game, we’ve produced a custom LPM config setup for each scene, and a test pattern in our sample.
That’s not all! RGP (Radeon GPU Profiler) is our ground-breaking, low-level optimization tool that provides detailed information on Radeon™ GPUs. We’ve introduced quite a few updates recently, and while we’ve written a few tutorials about these new features (v1.9, v1.10) we thought you might like the option to watch a video as well.
This new video, “Radeon™ GPU Profiler 1.10”, is presented by the senior manager of our tools team, Gordon Selley. It covers the recent support for AMD Radeon™ RX6000 series GPUs, a new memory cache counter feature, and support for DirectX® and Vulkan® ray tracing.
And finally – we also have a significant update to what has been happening with our physically-based path-traced rendering engine, Radeon ProRender. There are a lot of exciting things to talk about, so we’ve given it a blog post of its own.
Takahiro Harada, an architect and researcher working on Radeon ProRender, explains the latest exciting developments with Radeon ProRender, including Cryptomatte support, light group AOVs, deformation motion blur, homogeneous volume support, and our toon material.
That’s all for now, but just in case you missed them, we’ll leave you with these now-available-to-everyone links to the talks our engineers presented at Microsoft® Game Stack Live:
With raytraced visuals bumping rendering quality even higher than ever before, a significant amount of fine tuning is required to maintain real-time performance. A typical way to achieve this is to trace fewer rays, and to make sense of the noisier output that method delivers.
This presentation will explain how the AMD FidelityFX Denoiser allows for high-quality raytracing results without increasing rays per pixel, and deep dives into specific AMD RDNA™ 2-based optimizations that benefit both Xbox Series X|S and PC.
Join AMD on an adventure thru “Zen 2” and “Zen 3” processors which power today’s game consoles and PCs. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multi-threading. Journey across the sands of silicon to master microarchitecture and uncover best practices!
Design faster. Render faster. Iterate faster. Our one-stop resource for getting great AMD Ryzen™ performance.
AMD FidelityFX Denoiser is a set of denoising compute shaders which remove artefacts from reflection and shadow rendering.
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.
AMD Radeon™ ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images.