Porting Detroit: Become Human from Playstation® 4 to PC

Porting the PS4® game Detroit: Become Human to PC presented some interesting challenges. We’re delighted to share this joint collaboration between engineers at Quantic Dream, and AMD on how these challenges were overcome.

  • The first part discusses the decision to use Vulkan® and talks shader pipelines and descriptors.
  • Part 2 looks at non-uniform resource indexing on PC and for AMD cards specifically.
  • The final part discusses shader scalarization, async compute, multithreaded render lists, memory management using our Vulkan Memory Allocator (VMA), and much more.

Latest news

Looking for a good place to get started with exploring GPUOpen?

Getting started: our software

New or fairly new to AMD’s tools, libraries, and effects? This is the best place to get started on GPUOpen!

Getting started: development and performance

Looking for tips on getting started with developing and/or optimizing your game, whether on AMD hardware or generally? We’ve got you covered!

You may also like...

Explore our huge collection of detailed tutorials, sample code, presentations, and documentation to find answers to your graphics development questions.

Create wonder. No black boxes.

The home of great performance and optimization advice for AMD RDNA™ 2 GPUs, AMD Ryzen™ CPUs, and so much more.

Browse all our useful samples. Perfect for when you’re needing to get started, want to integrate one of our libraries, and much more.

Discover what our SDK technologies can offer you. Query hardware or software, manage memory, create rendering applications or machine learning, and much more!

Analyze, Optimize, Profile, Benchmark. We provide you with the developer tools you need to make sure your game is the best it can be!