
AMD Schola v1.1.0 updated for UE 5.5, supports embedding RL in behavior trees, + more
AMD Schola lets you train RL-based AI NPCs with Unreal Engine.
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AMD Schola lets you train RL-based AI NPCs with Unreal Engine.
We now support new Microsoft® DirectX® and video encoding features, with the latest release of the AgilitySDK Preview Release 1.716.0.
This update to our AMD FSR 3 Unreal Engine 5 plugin includes FSR 3.1.3, and support for UE 5.5.
H-PLOC is a GPU-optimized algorithm for building BVHs. Read on to find out more about our v2.4 release of HIP RT.
The AMD RDNA™ 3.5 ISA reference guide is now available! The ISA guide is useful for anyone interested in the lowest level operation of the RDNA 3.5 GPU architecture.
Learn how to integrate the Anti-Lag 2 SDK into your game. Unlike the driver-based AL 1, AL 2’s point of insertion is at the optimal point inside the game’s logic, just before the user controls are sampled.
AMD Radeon™ Anti-Lag 2 reduces the system latency by applying frame alignment between the CPU and GPU jobs.
A simple C++ program demonstrating how easy it is to decode instructions using the IsaDecoder API.
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.