This presentation by one of our engineers at GIC 2020 provides an introduction to the graphics pipeline.
What better way to do R&D into a new direction you’d like to take your engine than create a small game for it? That’s exactly what Oxide have done by creating Not Enough Bullets, a test case for the next generation of their latest engine, Nitrous, and its future forays into VR. Dan talked about working out how to make the very best use of multi-core CPUs and the GPU to reduce motion-to-photon latency, using Not Enough Bullets to drive things forwards.
We have many more videos and presentations for you to explore.
Graphics feature architect Rys Sommefeldt provides a short presentation on the major advantages of the new API, and how to best utilize it on AMD RDNA™ 2-based hardware.
Engineer Stephan Hodes provides a short description how VRS works, and how AMD’s FidelityFX Variable Shading technique can assist with integrating VRS into your engine.