AMF v1.4.35 adds multi-HW instance mode encoder, FFmpeg 7.0 & split frame encoding
Download v1.4.35 from GPUOpen today! Requires latest driver.
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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.
H-PLOC is a GPU-optimized algorithm for building BVHs. Read on to find out more about our v2.4 release of HIP RT.
Learn more about our award-winning new papers covering HIP RT, ray tracing, geometry compression, and procedural generation with work graphs.
If you’re a graphics dev looking to understand more about deep learning, this blog introduces the basic principles in a graphics dev context.
Frame Latency Meter (FLM) is the must-have tool for anyone who wants to measure the response time of their games with mouse events.
Mesh nodes are a new type of leaf node in work graphs that, unlike all other nodes, does not invoke a compute shader, but dispatches a mesh-shader graphics pipeline instead. This blog series covers how to get started with mesh nodes as well as best practices.
The second part of this mesh nodes blog series focusses on initial setup of a new mesh nodes project and includes an example of a HelloMeshNodes solution.
Mesh nodes makes it much simpler to implement a fully procedurally generated world. This blog post examines an example of procedural mesh node sample.
In this two-part blog series, we will investigate Brixelizer GI to pinpoint the problems faced with foliage-heavy scenes and then look solutions to adding support.
This article describes Brixelizer GI’s functionality to better highlight the problem with foliage.
To improve the quality of foliage in Brixelizer GI, we must modify the algorithm to support alpha-clipped geometry.
AMD FidelityFX Super Resolution (FSR) 3.1 is now available. This post details some of the major updates to this latest change to FSR.