Radeon GPU Profiler 1.0.3

Radeon GPU Profiler 1.0.3 A couple of months on from the release of 1.0.2, we’ve fully baked and sliced 1.0.3 for your low-level DX12- and …

AMD GPU Services 5.1.1

The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …

Stable barycentric coordinates

The AMD GCN Vulkan extensions allow developers to get access to some additional functionalities offered by the GCN architecture which are not currently exposed in the Vulkan API. One of these is the ability to access the barycentric coordinates at the fragment-shader level.

Radeon GPU Profiler 1.0.2

Thanks (again!) Before we dive into a run over the release notes for the 1.0.2 release of Radeon GPU Profiler, we’d like to thank everyone …

Radeon GPU Profiler 1.0

Introduction and thanks Effective GPU performance analysis is a more complex proposition for developers today than it ever has been, especially given developments in how …

Optimizing GPU occupancy and resource usage with large thread groups

When using a compute shader, it is important to consider the impact of thread group size on performance. Limited register space, memory latency and SIMD occupancy each affect shader performance in different ways. This article discusses potential performance issues, and techniques and optimizations that can dramatically increase performance if correctly applied.

Capsaicin and Cream developer talks at GDC 2017

Introduction Shortly after our Capsaicin and Cream event at GDC this year where we unveiled Radeon RX Vega, we hosted a developer-focused event designed to …

Leveraging asynchronous queues for concurrent execution

Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to …

AMD GCN Assembly: Cross-Lane Operations

Cross-lane operations are an efficient way to share data between wavefront lanes. This article covers in detail the cross-lane features that GCN3 offers.  I’d like …

Anatomy Of The Total War Engine: Part III

It’s Wednesday, so we’re continuing with our series on Total War: Warhammer. Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought …