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AMD FSR 3.1 now available in five games, source code coming next month
FSR 3.1 is now available for gamers to experience first hand. Find out more with this AMD.com blog post.
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FSR 3.1 is now available for gamers to experience first hand. Find out more with this AMD.com blog post.
Features stable support for RADV drivers for AMF on Linux in VideoConverter / HQScaler / VideoEncoder (experimental for decoder), DX11 support for FRC component, Linux support for DVR sample.
VMA V3.1 gathers fixes and improvements, mostly GitHub issues/PRs, including improved compatibility with various compilers and GPUs.
See ways you can improve suboptimal FSR 2 results caused by animated materials obscured by a fine mesh or grill with no motion vectors.
This final part demonstrates how to apply the LitReativeShadingModel patch which adds a new Lit Reactive shading model.
In this video, Can Alper introduces RRA V1.0. He explains how to capture games using RDP and evaluate when to use RRA.
A member of our GPUOpen team in China shares her report on the details of AMD Tech-Sharing Salon 2022, which took place in Shanghai.
Optimizing the raytracing pipeline can be difficult. Discover how to spot and diagnose common RT pitfalls with RRA, and how to fix them!
One of our engineers shares the improvements we’ve made with AMD FidelityFX Super Resolution 2 to ghosting, temporal stability, and more.
This talk is a joint-presentation with Avalanche Studios Group explaining how their in-house APEX Engine manages memory with the help of VMA/D3D12MA.
This talk introduces compute shaders, explaining ideas from a software and hardware perspective, as well as considerations when writing compute shaders.
We’re proud to announce Radeon Raytracing Analyzer. RRA provides the tools you need to investigate raytracing performance in your apps.
New PreAnalysis modes include perceptual adaptive quantization, temporal adaptive quantization, and high motion quality boost. And there’s more!