AMD FidelityFX Super Resolution v3.1.3 plugin for Unreal Engine 5.5 available now
This update to our AMD FSR 3 Unreal Engine 5 plugin includes FSR 3.1.3, and support for UE 5.5.
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This update to our AMD FSR 3 Unreal Engine 5 plugin includes FSR 3.1.3, and support for UE 5.5.
Download v1.4.35 from GPUOpen today! Requires latest driver.
We’re very excited to be presenting at GPC 2024! Read on to see our highlights for this brand-new European graphics conference.
We’re pleased to announce the Radeon™ ProRender SDK now supports Python. Links to everything you need to find out more are in this post.
AMD is providing an experimental AMD extension to access GPU Work Graphs in Vulkan. Check out this post for usage examples and resources.
The AMD Tech-sharing Salon is an event dedicated to Chinese game developers, hosted by AMD GPUOpen. Our latest salon in Chengdu brought together 40 game developers to discuss the latest AMD technology.
In the fourth and final part of Finite Difference Laplacian blog series we cover scaling studies and cache size limitations
The D3D12_HEAP_TYPE_GPU_UPLOAD flag in Direct3D 12 provides a good alternative to other ways of uploading data from the CPU to the GPU. Check out our quick guide to effective use of this flag.
The AMD FidelityFX SDK is now available! The SDK is AMD FidelityFX graphics middleware helping you to integrate AMD FidelityFX features into your games without any hassle.
Compressonator v4.4 adds AVX-512, AVX2, and SSE4 variations of BC1 encoding in the Compressonator Core library, new CLI options, and more.
AMF v1.4.30 provides AMF wrappers for AVC/HEVC/AV1 FFmpeg software encoders, and frame in -> slice/tile output support for the same. Plus multi-monitor support for DVR + more!
Read about how the new WMMA instructions added in HLSL SM 6.8 allow shader developers to accelerate GEMM matrix operations.
Our primer on GPU Work Graphs introduces this exciting new paradigm for graphics developers, which enable a live shader kernel to dispatch new workloads on-demand without needing to circle back around to the CPU first.