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Tom Hammersley from Codemasters talks about integrating FidelityFX into the Ego Engine and implementing Contrast Adaptive Sharpening (CAS).
Radeon GPU Analyzer (RGA) has support for DirectX12 compute shaders with the command line tool. This mode can generate GCN/RDNA ISA disassembly for your compute shaders, regardless of the physically installed GPU.
Sebastian Aaltonen, co-founder of Second Order Ltd, talks about how to optimize GPU occupancy and resource usage of compute shaders that use large thread groups.
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs.
The AMD TrueAudio Next open-source library and driver-controlled CU Reservation enables dramatically higher levels of audio rendering realism in VR.
Tamas Rabel talks about how Total War: Warhammer utilized asynchronous compute to extract some extra GPU performance in DirectX® 12 and delves into the process of moving some of the passes in the engine to asynchronous compute pipelines.
This article explains how to produce Hsaco from assembly code and also takes a closer look at some new features of the GCN architecture.
Asynchronous compute can help you to get the maximum GPU usage. I’ll be explaining the details based on the nBodyGravity sample from Microsoft.