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Documentation and more

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Title & Description
Enhancing AMD Radeon GPU Detective Output with DirectX Debug Information

Enhancing AMD Radeon GPU Detective Output with DirectX Debug Information

17th June 2025
With version 1.5 of AMD Radeon™ GPU Detective (RGD) you can now use the debug information that is produced by the Microsoft DirectX® Shader Compiler.
Introducing the Latest AMD Radeon Developer Tool Suite with Support for AMD Radeon RX 9060 XT

Introducing the Latest AMD Radeon Developer Tool Suite with Support for AMD Radeon RX 9060 XT

17th June 2025
We've released an updated AMD Radeon™ Developer Tool Suite, including enhanced versions of tools such as the Radeon GPU Detective, Profiler, Raytracing Analyzer, Memory Visualizer, GPU Analyzer, and Developer Panel, now with expanded GPU support.
Using Neural Networks for Geometric Representation

Using Neural Networks for Geometric Representation

7th May 2025
Explore how Neural Intersection Functions (NIF) and the enhanced LSNIF are poised to reshape ray tracing by replacing traditional BVH traversal with efficient, GPU-friendly neural networks for accelerated performance and high-fidelity imagery.
Boosting GPU Radix Sort performance: A memory-efficient extension to Onesweep with circular buffers

Boosting GPU Radix Sort performance: A memory-efficient extension to Onesweep with circular buffers

6th May 2025
Discover a high-performance, memory-efficient extension to Onesweep radix sort on GPUs, featuring circular buffers and advanced optimization techniques that reduce global memory access and improve sorting throughput.
Bilinear interpolation on a quadrilateral using Barycentric coordinates

Bilinear interpolation on a quadrilateral using Barycentric coordinates

11th April 2025
A new algebraic method for hardware-accelerated bilinear interpolation on convex quadrilaterals is presented, using the Barycentric coordinate feature of modern GPUs.
CPU performance optimization guide - part 4

CPU performance optimization guide - part 4

25th March 2025
Optimize CPU performance by manually writing x64 assembly code, offering a detailed comparison with compiler-generated instructions and achieving improved performance through streamlined instruction sets.
CPU performance optimization guide - part 3

CPU performance optimization guide - part 3

25th March 2025
We look at optimizing CPU performance by reducing the number of instructions, and highlights methods to enhance instruction efficiency and algorithm throughput.
Major AMD Radeon Developer Tool Suite updates for AMD RDNA 4 architecture

Major AMD Radeon Developer Tool Suite updates for AMD RDNA 4 architecture

11th March 2025
Read the highlights of our updates to the AMD Radeon Developer Tool Suite to support the launch of AMD RDNA 4 architecture!
Reading AMD RDNA™ and CDNA™ Architecture Disassembly is a Breeze with AMD Radeon™ GPU Analyzer v2.12

Reading AMD RDNA™ and CDNA™ Architecture Disassembly is a Breeze with AMD Radeon™ GPU Analyzer v2.12

11th March 2025
Explore Radeon GPU Analyzer v2.12's enhanced ISA disassembly view, making shader and kernel analysis easier with new tooltips and automatic highlighting. Optimize your GPU workflows effortlessly!
AMD Radeon™ GPU Profiler 2.4 adds support for AMD Radeon™ RX 9000 Series, pure-compute applications, DirectML applications (and more!)

AMD Radeon™ GPU Profiler 2.4 adds support for AMD Radeon™ RX 9000 Series, pure-compute applications, DirectML applications (and more!)

11th March 2025
Discover the latest Radeon GPU Profiler v2.4, now supporting Radeon RX 9000 Series GPUs and profiling for pure compute and DirectML applications. Enhance your optimization with improved ISA views and Work Graphs support.
Hardware Crash Analysis with AMD Radeon™ GPU Detective

Hardware Crash Analysis with AMD Radeon™ GPU Detective

11th March 2025
Unlock deeper insights into GPU crashes with Radeon GPU Detective v1.4's new Hardware Crash Analysis feature. Identify in-flight shaders and pinpoint crash culprits faster, streamlining your debugging process.
New AMD Radeon™ Raytracing Analyzer (RRA) v1.8 adds support for AMD Radeon™ RX 9000 Series GPUs and more

New AMD Radeon™ Raytracing Analyzer (RRA) v1.8 adds support for AMD Radeon™ RX 9000 Series GPUs and more

11th March 2025
Explore Radeon Raytracing Analyzer v1.8, now supporting Radeon RX 9000 Series GPUs with enhanced BVH formats, including oriented bounding boxes and expanded node capacity.
Accelerating Generative AI on AMD Radeon™ GPUs

Accelerating Generative AI on AMD Radeon™ GPUs

10th March 2025
Discover AMD-optimized ONNX models on Hugging Face for AMD Ryzen™ AI APUs and Radeon™ GPUs and incredible performance with the AMD Radeon RX 9000 Series' advanced AI accelerators.
New content released on GPUOpen for AMD RDNA™ 4 on-shelf day

New content released on GPUOpen for AMD RDNA™ 4 on-shelf day

6th March 2025
Learn about our updates on GPUOpen to support the release of AMD RDNA 4, plus other new content!
Building Better Applications Together: Open Source AMD Advanced Interactive Streaming

Building Better Applications Together: Open Source AMD Advanced Interactive Streaming

6th March 2025
Read about the new AMD Advanced Interactive Streaming (AIS) SDK, built using our AMF SDK and designed from the ground up to transform streaming from passive viewing into an immersive experience.
Solving the Dense Geometry Problem

Solving the Dense Geometry Problem

6th February 2025
Discover how AMD's Dense Geometry Compression Format (DGF) revolutionizes graphics by compressing complex models for efficient real-time rendering, bridging the gap between rasterization and ray tracing.
Advancing AI in Video Games with AMD Schola

Advancing AI in Video Games with AMD Schola

5th February 2025
By connecting popular open-source RL libraries (written in Python) with the visual and physics capabilities of Unreal Engine, Schola empowers AI researchers and game developers alike to push the boundaries of intelligent gameplay.
The AMD FidelityFX™ SDK 1.1.3 is now available on GPUOpen

The AMD FidelityFX™ SDK 1.1.3 is now available on GPUOpen

12th December 2024
Our latest AMD FidelityFX SDK release includes AMD FSR 3.1.3. There are multiple bug fixes, plus new frame pacing tuning options.
CPU performance optimization guide - part 2

CPU performance optimization guide - part 2

18th November 2024
Part 2 of the CPU performance optimization guide explores cache invalidation issues, benchmarking, and prefetch optimization strategies for improved memory performance.
Work Graph Playground a learning framework for GPU Work Graphs

Work Graph Playground a learning framework for GPU Work Graphs

11th November 2024
Read about our latest sample for D3D12 GPU Work Graphs. We're making Work Graphs more accessible with a tutorial framework.
Meshlet compression

Meshlet compression

1st November 2024
We show how to diminish the memory footprint of meshlet geometry, thus both the index buffer and the vertex attributes. Decompression then happens on the fly on every frame in the mesh shader.
The AMD FidelityFX™ SDK 1.1.2 is now available on GPUOpen

The AMD FidelityFX™ SDK 1.1.2 is now available on GPUOpen

30th October 2024
The AMD FidelityFX SDK 1.1.2 release includes fixes for issues with FSR 3.1.1, and code changes needed for the October release of the Microsoft GDK.
Neural Supersampling and Denoising for Real-time Path Tracing

Neural Supersampling and Denoising for Real-time Path Tracing

28th October 2024
Read our research for a neural denoising and supersampling technique, with the aim of achieving real-time path tracing.
Microsoft® DirectSR has integrated AMD FidelityFX™ Super Resolution 3.1

Microsoft® DirectSR has integrated AMD FidelityFX™ Super Resolution 3.1

23rd October 2024
This integration enhances upscaling capabilities, offering improved temporal stability and detail preservation.
GPU Work Graphs mesh nodes in Vulkan®

GPU Work Graphs mesh nodes in Vulkan®

17th October 2024
We’ve added mesh nodes to our Vulkan® experimental extension, VK_AMDX_shader_enqueue.
New Radeon™ Developer Tool Suite brings Driver Experiments, Dark Mode to Tools

New Radeon™ Developer Tool Suite brings Driver Experiments, Dark Mode to Tools

17th October 2024
The latest beta of GPU Reshape introduces a waterfall feature, NonUniformResourceIndex validation, and much more! Read on...
Sampling From a Normal (Gaussian) Distribution on GPUs

Sampling From a Normal (Gaussian) Distribution on GPUs

9th October 2024
Sampling the normal distribution is not as straightforward as it seems! Explore two GPU-friendly methods including implementation and performance evaluation.
New Radeon™ Developer Tool Suite brings Driver Experiments, Dark Mode to Tools

New Radeon™ Developer Tool Suite brings Driver Experiments, Dark Mode to Tools

3rd October 2024
Find out more about our latest tools release, including driver experiments, updates to RRA, RGP, and more!
Introducing Driver Experiments

Introducing Driver Experiments

3rd October 2024
Ever wondered why your app is not working properly on a particular GPU? Driver Experiments lets graphics programmers disable some graphics driver optimizations or enable extra safety features.
Radeon™ Raytracing Analyzer 1.7 adds user marker support for ray dispatches

Radeon™ Raytracing Analyzer 1.7 adds user marker support for ray dispatches

3rd October 2024
RRA 1.7 lets you associate ray dispatch data from DirectX®12 and Vulkan® applications with a user-defined string called a user marker.
The AMD FidelityFX™ SDK 1.1.1 is now available on GPUOpen

The AMD FidelityFX™ SDK 1.1.1 is now available on GPUOpen

1st October 2024
Our patch release includes some FSR 3.1 fixes, support for AL2, and code changes needed for the upcoming release of the Microsoft Game Development Kit (GDK).
AMD Radeon Anti-Lag 2 SDK

AMD Radeon Anti-Lag 2 SDK

5th September 2024
Learn how to integrate the AMD Radeon 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.
Decoding instructions with the machine-readable AMD GPU ISA specifications

Decoding instructions with the machine-readable AMD GPU ISA specifications

22nd August 2024
A simple C++ program demonstrating how easy it is to decode instructions using the IsaDecoder API.
Crash Course in Deep Learning (for Computer Graphics)

Crash Course in Deep Learning (for Computer Graphics)

24th July 2024
If you're a graphics dev looking to understand more about deep learning, this blog introduces the basic principles in a graphics dev context.
Introducing Frame Latency Meter (FLM)  v1.0

Introducing Frame Latency Meter (FLM) v1.0

22nd July 2024
Frame Latency Meter (FLM) is the must-have tool for anyone who wants to measure the response time of their games with mouse events.
GPU Work Graphs mesh nodes in Microsoft DirectX® 12

GPU Work Graphs mesh nodes in Microsoft DirectX® 12

18th July 2024
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.
Getting started

Getting started

18th July 2024
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.
Tips, tricks, and best practices

Tips, tricks, and best practices

18th July 2024
The final part of this mesh nodes blog series outlines some of the best practices for getting the best performance out of a mesh nodes project.
Procedural generation

Procedural generation

18th July 2024
Mesh nodes makes it much simpler to implement a fully procedurally generated world. This blog post examines an example of procedural mesh node sample.
Foliage in AMD FidelityFX™ Brixelizer GI

Foliage in AMD FidelityFX™ Brixelizer GI

17th July 2024
In this two-part blog series, we will investigate Brixelizer GI to pinpoint the problems faced with foliage-heavy scenes and then look solutions to adding support.
Part 1 Foliage in AMD FidelityFX Brixelizer GI

Part 1 Foliage in AMD FidelityFX Brixelizer GI

17th July 2024
This article describes Brixelizer GI's functionality to better highlight the problem with foliage.
Part 2 Extending AMD FidelityFX Brixelizer GI

Part 2 Extending AMD FidelityFX Brixelizer GI

17th July 2024
To improve the quality of foliage in Brixelizer GI, we must modify the algorithm to support alpha-clipped geometry.
AMD FidelityFX™ Super Resolution 3.1 source code now available here on GPUOpen!

AMD FidelityFX™ Super Resolution 3.1 source code now available here on GPUOpen!

9th July 2024
AMD FidelityFX Super Resolution (FSR) 3.1 is now available. This post details some of the major updates to this latest change to FSR.
Introducing AMD FidelityFX™ Brixelizer

Introducing AMD FidelityFX™ Brixelizer

9th July 2024
As of FidelityFX SDK version 1.1, Brixelizer and Brixelizer GI are now unleashed to world so in this article we aim to discuss a few practical use cases and provide you with some tips you can apply for getting the most performance out of Brixelizer in your application.
Introducing the latest version of the AMD FidelityFX™ SDK - v1.1

Introducing the latest version of the AMD FidelityFX™ SDK - v1.1

9th July 2024
The AMD FidelityFX SDK v1.1 is now available. This update introduces three new FidelityFX™ technologies: FSR 3.1, Breadcrumbs, and BrixelizerGI.
Introducing the AMD FidelityFX™ Breadcrumbs library

Introducing the AMD FidelityFX™ Breadcrumbs library

9th July 2024
We're proud to introduce a brand-new FidelityFX technology: AMD FidelityFX Breadcrumbs. Breadcrumbs is a cross-platform library for post-morten analysis of GPU crashes.
New Radeon™ Developer Tool Suite Release migrates to Qt® version 6.

New Radeon™ Developer Tool Suite Release migrates to Qt® version 6.

1st July 2024
The latest version of the Radeon Developer Tool Suite is now available! This release features a number of updates including all GUI-based tools upgrading to Qt® v6.7.0.
CPU performance optimization guide - part 1

CPU performance optimization guide - part 1

18th June 2024
This series of blogs will walk readers through the analysis of the problems encountered in actual projects, thus helping them to better understand the CPU performance optimization of programs.
Preface to the CPU performance optimization guide

Preface to the CPU performance optimization guide

18th June 2024
This article starts a series of posts about CPU performance analysis and optimization methods.
Microsoft® DirectSR and AMD FidelityFX™ Super Resolution technology

Microsoft® DirectSR and AMD FidelityFX™ Super Resolution technology

29th May 2024
With the introduction of Microsoft’s DirectSR, the need to integrate many super resolution APIs has been reduced. Instead, developers may integrate just one API – Microsoft DirectSR.
Pre-condition block compressed textures with Brotli-G

Pre-condition block compressed textures with Brotli-G

7th May 2024
Brotli-G (v1.1 onwards) now supports pre-conditioning of block compressed textures. Take a look for a quick summary!
Application portability with HIP

Application portability with HIP

30th April 2024
This blog discusses various ROCm tools developers can leverage to port existing applications from CUDA to HIP.
C++17 parallel algorithms and HIPSTDPAR

C++17 parallel algorithms and HIPSTDPAR

25th April 2024
This post discusses how to leverage C++17 parallel algorithms on AMD GPUs with HIPSTDPAR
DirectX®12 single shader compilation with Radeon™ GPU Analyzer (RGA) v2.9.1

DirectX®12 single shader compilation with Radeon™ GPU Analyzer (RGA) v2.9.1

24th April 2024
Radeon™ GPU Analyzer v2.9.1 now supports D3D12 shader compilation without requiring a completely defined pipeline state. RGA v2.9.1 is available now.
Radeon™ GPU Profiler 2.1 adds interoperability with Radeon™ GPU Analyzer (and more)!

Radeon™ GPU Profiler 2.1 adds interoperability with Radeon™ GPU Analyzer (and more)!

24th April 2024
RGP 2.1 adds RGA interoperability, 'Color by' modes, and additional customization options. Dive in for all the details!
Affinity part 1 – Affinity, placement, and order

Affinity part 1 – Affinity, placement, and order

17th April 2024
This first part introduces the concept of affinity and why its important for achieving better performance on AMD GPU nodes
Affinity part 2 – System topology and controlling affinity

Affinity part 2 – System topology and controlling affinity

17th April 2024
This second part introduces common tools to understand the topology of your system and to control affinity for different applications
Procedural grass rendering

Procedural grass rendering

20th March 2024
The fourth post in our mesh shaders series takes a look at the specific example of rendering detailed vegetation.
GI-1.1 adds support for glossy reflection rendering

GI-1.1 adds support for glossy reflection rendering

19th March 2024
GI-1.1 is available now as part of the AMD Capsaicin Framework. GI-1.1 includes new support for glossy reflections rendering.
GDC 2024 Work graphs and draw calls – a match made in heaven!

GDC 2024 Work graphs and draw calls – a match made in heaven!

18th March 2024
Introducing "mesh nodes", which make draw calls an integral part of the work graph, providing a higher perf alternative to ExecuteIndirect dispatches.
Font- and vector-art rendering with mesh shaders

Font- and vector-art rendering with mesh shaders

13th March 2024
The third post in our mesh shaders series covers how to use mesh shaders to simplify font rendering.
Introducing Compressonator v4.5 with up to 20% improvement in Brotli-G compression

Introducing Compressonator v4.5 with up to 20% improvement in Brotli-G compression

31st January 2024
Compressonator v4.5 introduces improved BC1-BC5 compression that reduces file sizes on average by 10%-15% using a new Brotli-G zip packaging feature, mipmap changes, ETC codec fixes, and more.
Introducing HIP RT v2.2

Introducing HIP RT v2.2

30th January 2024
With the release of v2.2, HIP RT now support multi-level instancing. Multi-level instancing can help to reduce memory requirements, allowing you to render large scenes with limited memory.
Introducing GPU Reshape - shader instrumentation for everyone

Introducing GPU Reshape - shader instrumentation for everyone

18th January 2024
GPU Reshape brings powerful features typical of CPU tooling to the GPU, providing validation of dynamic behaviour. Read on for all of the details.
Optimization and best practices

Optimization and best practices

16th January 2024
The second post in this series on mesh shaders covers best practices for writing mesh and amplification shaders, as well as how to use the AMD Radeon™ Developer Tool Suite to profile and optimize mesh shaders.
CPU profiling for Unity

CPU profiling for Unity

5th January 2024
This is a general guide focusing on CPU profiling for Unity, including which tools are useful for profiling and how to use these tools to find hotspots in your code.
Occupancy explained

Occupancy explained

20th December 2023
In this blog post we will try to demystify what exactly occupancy is, which factors limit occupancy, and how to use tools to identify occupancy-limited workloads.
From vertex shader to mesh shader

From vertex shader to mesh shader

19th December 2023
This post is the start of a new series which aims to demystify mesh shaders through examples and tutorials.
Mesh shaders on AMD RDNA™ graphics cards

Mesh shaders on AMD RDNA™ graphics cards

19th December 2023
This blog series provides detailed explanations, analysis, use-case examples, tutorials, and advice about mesh shading.
AMD FidelityFX Super Resolution 3.1.4 Unreal Engine plugin guide

AMD FidelityFX Super Resolution 3.1.4 Unreal Engine plugin guide

14th December 2023
Download the AMD FSR 3.1.1 plugin for Unreal Engine, and learn how to install and use it.
Introducing Radeon™ GPU Profiler 2.0!

Introducing Radeon™ GPU Profiler 2.0!

7th December 2023
Radeon™ GPU Profiler 2.0 is packed with brand-new features and updates. This release includes a new customizable layout to the Wavefront Occupancy View, support for dark mode in UI, thread divergence monitoring in raytracing pipelines, and much more.
Radeon™ Memory Visualizer 1.8 is out now

Radeon™ Memory Visualizer 1.8 is out now

7th December 2023
Radeon™ Memory Visualizer 1.8 is available now. v1.8 enhances the Resource usage size timeline to better visualize overlapped aliased resources.
Radeon™ GPU Detective adds Vulkan® support on Windows®

Radeon™ GPU Detective adds Vulkan® support on Windows®

7th December 2023
The latest version of Radeon™ GPU Detective is out now! RGD v1.1 introduces support for post-mortem analysis of Vulkan applications on Windows.
Announcing AMD RenderStudio - supporting collaborative 3D creation and rendering in the OpenUSD and MaterialX ecosystem

Announcing AMD RenderStudio - supporting collaborative 3D creation and rendering in the OpenUSD and MaterialX ecosystem

29th November 2023
Introducing AMD RenderStudio - a set of tools for cross-user collaboration using the OpenUSD and MaterialX ecosystem.
How do I become a graphics programmer? - A small guide from the AMD Game Engineering team

How do I become a graphics programmer? - A small guide from the AMD Game Engineering team

22nd November 2023
It is often difficult to know where to start when taking your first in the world of graphics. This guide is here to help with a discussion of first steps and a list of useful websites.
Using HIP RT ray tracing library to accelerate fluid simulation

Using HIP RT ray tracing library to accelerate fluid simulation

9th November 2023
This blog post shows how it is possible to use HIP RT to accelerate neighbor search in Smoothed Particle Hydrodynamics (SPH) simulations.
Sparse matrix vector multiplication – part 1

Sparse matrix vector multiplication – part 1

3rd November 2023
Sparse matrix vector multiplication (SpMV) is a core computational kernel of nearly every implicit sparse linear algebra solver. This is the first post in the series covering SpMV.
Introducing HIP RT v2.1 - batch construction for small geometries, transformation query functions, and more

Introducing HIP RT v2.1 - batch construction for small geometries, transformation query functions, and more

27th October 2023
HIP Ray Tracing v2.1 adds support for batch construction, global/dynamic stacks, transformation query functions, plus other new features.
Work graphs API – compute rasterizer learning sample

Work graphs API – compute rasterizer learning sample

13th October 2023
Learn more about the power of work graphs API in our detailed blog, taking you step-by-step through an example which implements a scanline rasterizer.
Jacobi Solver with HIP and OpenMP offloading

Jacobi Solver with HIP and OpenMP offloading

25th September 2023
In this blog, we explore GPU offloading using HIP and OpenMP target directives and discuss their relative merits in terms of implementation efforts and performance.
Radeon™ Raytracing Analyzer 1.3 is now available

Radeon™ Raytracing Analyzer 1.3 is now available

21st September 2023
Radeon Raytracing Analyzer v1.3 adds the ability to inspect casted rays in 3D and examine ray traversal statistics. Check it out now!
Radeon™ Memory Visualizer 1.7 is out now

Radeon™ Memory Visualizer 1.7 is out now

21st September 2023
Radeon™ Memory Visualizer v1.7 introduces one of the most anticipated new features: improved support for aliased resources in the Resource overview pane. Read on for details of this features and more.
Radeon™ GPU Profiler 1.16 is here!

Radeon™ GPU Profiler 1.16 is here!

21st September 2023
Radeon GPU Profiler v1.16 updates the GPU ISA disassembly view, adds improved dark mode support, and more.
Creating a PyTorch/TensorFlow Code Environment on AMD GPUs

Creating a PyTorch/TensorFlow Code Environment on AMD GPUs

11th September 2023
The machine learning ecosystem is quickly exploding and this article is designed to assist data scientists/ML practitioners get their machine learning environments up and running on AMD GPUs.
New Work Graphs sample and Radeon GPU Profiler support for GPU Work Graphs

New Work Graphs sample and Radeon GPU Profiler support for GPU Work Graphs

29th August 2023
"D3D12SimpleClassify" shows the use of a GPU Work Graph in a simple frame-based graphics application, plus learn about new RGP support.
Getting Started with Radeon™ GPU Detective 1.0

Getting Started with Radeon™ GPU Detective 1.0

17th August 2023
Radeon GPU Detective (RGD) is a brand-new tool which is designed to help you capture and investigate GPU crashes. This tutorial covers how to use RGD to capture a crash and how to interpret the results it produces.
Radeon™ ProRender SDK 3.1.3 introduces Python binding support

Radeon™ ProRender SDK 3.1.3 introduces Python binding support

10th August 2023
We're pleased to announce the Radeon™ ProRender SDK now supports Python. Links to everything you need to find out more are in this post.
Recap of 2023 AMD Tech-sharing Salon in Chengdu - one of the series hosted by AMD GPUOpen

Recap of 2023 AMD Tech-sharing Salon in Chengdu - one of the series hosted by AMD GPUOpen

20th July 2023
The AMD Tech-sharing Salon is an event dedicated to Chinese game developers, hosted by AMD GPUOpen. Our latest salon in Chengdu brought together 40 game developers to discuss the latest AMD technology.
Finite difference method – Laplacian part 4

Finite difference method – Laplacian part 4

18th July 2023
In the fourth and final part of Finite Difference Laplacian blog series we cover scaling studies and cache size limitations
Effective Use of the New D3D12_HEAP_TYPE_GPU_UPLOAD

Effective Use of the New D3D12_HEAP_TYPE_GPU_UPLOAD

17th July 2023
The D3D12_HEAP_TYPE_GPU_UPLOAD flag in Direct3D 12 provides a good alternative to other ways of uploading data from the CPU to the GPU. Check out our quick guide to effective use of this flag.
The AMD FidelityFX™ SDK 1.0 is now available on GPUOpen

The AMD FidelityFX™ SDK 1.0 is now available on GPUOpen

12th July 2023
The AMD FidelityFX SDK is now available! The SDK is AMD FidelityFX graphics middleware helping you to integrate AMD FidelityFX features into your games without any hassle.
Integrating AMD FidelityFX™ Super Resolution 2 (FSR 2) into Unity URP (DX11)

Integrating AMD FidelityFX™ Super Resolution 2 (FSR 2) into Unity URP (DX11)

11th July 2023
Want to add FSR 2 to your Unity URP project? Take a look at our quick-start guide to get you up and running. (DirectX®11 only)
Introducing Compressonator v4.4 with AVX-512 support for BC1 Encoding

Introducing Compressonator v4.4 with AVX-512 support for BC1 Encoding

10th July 2023
Compressonator v4.4 adds AVX-512, AVX2, and SSE4 variations of BC1 encoding in the Compressonator Core library, new CLI options, and more.
GPU Work Graphs in Microsoft DirectX® 12

GPU Work Graphs in Microsoft DirectX® 12

22nd June 2023
Our primer on GPU Work Graphs introduces this exciting new paradigm for graphics developers, which enable a live shader kernel to dispatch new workloads on-demand without needing to circle back around to the CPU first.
Getting Started

Getting Started

22nd June 2023
Find out what you need to get started with Work Graphs for DirectX 12, including the software required, configuration, compiling, and more.
Tips and Tricks

Tips and Tricks

22nd June 2023
Our final part in our GPU Work Graphs primer shares tips and tricks, and links to where you can find out more.
Building Blocks

Building Blocks

22nd June 2023
Build upon what you learned in Part 1 of Work Graphs with topics such as input and output records, SV_DispatchGrid, NodeLaunch modes, and recursion.
GPU-aware MPI with ROCm

GPU-aware MPI with ROCm

8th June 2023
MPI is the de facto standard for inter-process communication in High-Performance Computing. This post will guide you through the process of setting up an MPI application that supports execution on GPU clusters.
Register pressure in AMD CDNA2™ GPUs

Register pressure in AMD CDNA2™ GPUs

17th May 2023
Register pressure of GPU kernels has a tremendous impact on performance. This post provides a practical demo on applying recommendations.
Finite Difference Method – Laplacian part 3

Finite Difference Method – Laplacian part 3

11th May 2023
In this third part, we cover additional optimizations to fine tune the performance of the kernel, and introduce temporary files, register pressure, and occupancy.
Introducing AMD Capsaicin Framework – our ARR Research Framework which includes our GI-1.0 sample

Introducing AMD Capsaicin Framework – our ARR Research Framework which includes our GI-1.0 sample

9th May 2023
AMD Capsaicin Framework is a research framework for real-time graphics which we have been using to develop and test new and upcoming rendering algorithms. We are now releasing it to the public.
Render Pipeline Shaders 1.1 is now available with Linux support and other improvements

Render Pipeline Shaders 1.1 is now available with Linux support and other improvements

3rd May 2023
The latest release of the Render Pipeline Shaders (RPS) SDK adds Linux support, the ability to dynamically load Vulkan functions, and more. Check out this post for the full release notes.
Radeon™ Memory Visualizer 1.6 introduces improved device configuration info and an expanded Resource details pane

Radeon™ Memory Visualizer 1.6 introduces improved device configuration info and an expanded Resource details pane

24th April 2023
Radeon Memory Visualizer v1.6 adds improved device configuration information, and more parameters on the resource details pane.
Radeon™ Raytracing Analyzer 1.2 adds ray face culling flags, ray traversal histograms, and more

Radeon™ Raytracing Analyzer 1.2 adds ray face culling flags, ray traversal histograms, and more

24th April 2023
Radeon Raytracing Analyzer v1.2 introduces ray face culling flags, a ray traversal histogram, a geometry list pane, and an instance mask.
Radeon™ GPU Profiler 1.15 provides an enhanced ISA view experience and more

Radeon™ GPU Profiler 1.15 provides an enhanced ISA view experience and more

24th April 2023
Radeon GPU Profiler v1.15 adds an enhanced user experience for GPU ISA disassembly, mesh shader event names, WMMA support, and more.
Introduction to profiling tools for AMD hardware

Introduction to profiling tools for AMD hardware

12th April 2023
This post gives an overview of AMD's open source profiling tools, helping you diagnose bottlenecks and understand how your application is using the hardware.
Matrix Compendium Introduction

Matrix Compendium Introduction

5th April 2023
The GPUOpen Matrix Compendium covers how matrices are used in 3D graphics and implementations in host code and shading languages. It's a growing guide, so keep checking back!
Post-multiplication, left-handed coordinate system

Post-multiplication, left-handed coordinate system

5th April 2023
GPUOpen Matrix Compendium: This page shows a selection of matrices in a post-multiplication, left-handed coordinate system.
Post-multiplication, right-handed coordinate system as in OpenGL®

Post-multiplication, right-handed coordinate system as in OpenGL®

5th April 2023
GPUOpen Matrix Compendium: This page shows a selection of matrices in the coordinate system expected by OpenGL®.
Pre-multiplication, left-handed coordinate system as in DirectX® 9

Pre-multiplication, left-handed coordinate system as in DirectX® 9

5th April 2023
GPUOpen Matrix Compendium: This page shows a selection of matrices in the coordinate system expected by DirectX® 9.
Pre-multiplication, right-handed coordinate system

Pre-multiplication, right-handed coordinate system

5th April 2023
GPUOpen Matrix Compendium: This page shows a selection of matrices in a pre-multiplication, right-handed coordinate system.
HIP Ray Tracing 2.0 introduces improved custom function handling, Bitcode linking, and more

HIP Ray Tracing 2.0 introduces improved custom function handling, Bitcode linking, and more

28th March 2023
HIPRT-v2 is now available for download! This post covers some of the most exciting features and optimizations.
RDNA Performance Guide

RDNA Performance Guide

22nd March 2023
Our one-stop resource for getting great AMD RDNA™ performance on Vulkan® and DirectX®12 APIs!
Radeon™ ProRender SDK 3.1.0 introduces bevel shader support, light linking, and much more

Radeon™ ProRender SDK 3.1.0 introduces bevel shader support, light linking, and much more

10th March 2023
We are happy to announce Radeon™ ProRender SDK 3.1.0 is finally available, so let's take a look at the latest updates and improvements.
AMD Instinct™ MI200 GPU memory space overview

AMD Instinct™ MI200 GPU memory space overview

9th March 2023
This post introduces commonly-used memory spaces, identifies what makes each memory space unique, and discusses some common use-cases for each space.
Guest blog by EBB Software Integrating AMD FidelityFX™ Super Resolution 2 (FSR 2) into Scorn

Guest blog by EBB Software Integrating AMD FidelityFX™ Super Resolution 2 (FSR 2) into Scorn

28th February 2023
In this guest post by EBB Software, learn how they integrated our FSR 2.1 plugin for Unreal Engine into their first title: Scorn
Introducing Compressonator v4.3

Introducing Compressonator v4.3

27th January 2023
Compressonator v4.3 is out now! v4.3 features Brotli-G lossless compression, multi-texture mipmap generation, and much more.
AMD ROCm™ installation

AMD ROCm™ installation

26th January 2023
Installation of the AMD ROCm™ software package can be challenging. This introductory material shows how to install ROCm on a workstation with an AMD GPU card that supports the AMD GFX9 architecture.
Announcing GFXReconstruct (v0.9.17) with DirectX ®12 and DirectX ®Raytracing support

Announcing GFXReconstruct (v0.9.17) with DirectX ®12 and DirectX ®Raytracing support

18th January 2023
AMD and LunarG are pleased to announce DirectX®12 (D3D12) and DirectX® Raytracing (DXR) support for the GFXReconstruct capture/replay tool.
How to accelerate AI applications on RDNA 3 using WMMA

How to accelerate AI applications on RDNA 3 using WMMA

10th January 2023
This blog is a quick how-to guide for using the WMMA feature with our RDNA 3 GPU architecture using a Hello World example.
Finite difference method – Laplacian part 2

Finite difference method – Laplacian part 2

4th January 2023
In this post we introduce two common optimizations that can be applied to the kernel to reduce data movement and bring us closer to the new peak: loop tiling to explicitly reduce memory loads and re-order the memory access pattern to improve caching.
Introducing AMD Render Pipeline Shaders SDK

Introducing AMD Render Pipeline Shaders SDK

15th December 2022
Render Pipeline Shaders (RPS) SDK is now available for open beta access!
RDNA 3 Radeon GPU Profiler 1.14 introduces support for Radeon™ RX 7000 Series, HIP, and more

RDNA 3 Radeon GPU Profiler 1.14 introduces support for Radeon™ RX 7000 Series, HIP, and more

14th December 2022
Radeon GPU Profiler 1.14 is here, with support for Radeon™ RX 7000 series GPUs, profiling HIP applications, and much more. Take a look!
Learn about Radeon™ Raytracing Analyzer 1.1

Learn about Radeon™ Raytracing Analyzer 1.1

14th December 2022
The latest update for RRA includes changes to the camera system and support for split triangles and rebraided instances. Check it all out here!
Finite difference method – Laplacian part 1

Finite difference method – Laplacian part 1

14th November 2022
The finite difference method is a powerful tool for computational physics. This post covers how to implement a GPU-accelerated finite difference code using AMD's HIP API.
AMD matrix cores

AMD matrix cores

14th November 2022
This first post in the 'AMD lab notes' series takes a look at AMD’s Matrix Core technology and how best to use it to speed up your matrix operations.
Introducing AMD lab notes – new programming tutorials for HPC and ML

Introducing AMD lab notes – new programming tutorials for HPC and ML

14th November 2022
In this blog series, we share the lessons learned from tuning a wide range of scientific applications, libraries, and frameworks for AMD GPUs.
AMD FSR 2 UE plugin enhancements part 1 Intro & improving foliage appearance using the base pass

AMD FSR 2 UE plugin enhancements part 1 Intro & improving foliage appearance using the base pass

19th October 2022
Discover one of several ways to improve upscaled foliage appearance in the first of this five part blog series on getting the most out of our FSR 2.1 Unreal Engine plugin.
AMD FSR 2 UE plugin enhancements part 2 Improving foliage appearance via content changes

AMD FSR 2 UE plugin enhancements part 2 Improving foliage appearance via content changes

19th October 2022
Learn which content changes you can make in the Unreal Engine editor to improve the appearance of upscaled foliage.
AMD FSR 2 UE plugin enhancements part 3 Improving foliage appearance with the ImproveStaticWPO patch

AMD FSR 2 UE plugin enhancements part 3 Improving foliage appearance with the ImproveStaticWPO patch

19th October 2022
Find out how to apply one of our supplied Unreal Engine patches to improve upscaled foliage appearance with our FSR 2.1 plugin.
AMD FSR 2 UE plugin enhancements part 4 Making a specific shading model write to the reactive mask

AMD FSR 2 UE plugin enhancements part 4 Making a specific shading model write to the reactive mask

19th October 2022
See ways you can improve suboptimal FSR 2 results caused by animated materials obscured by a fine mesh or grill with no motion vectors.
AMD FSR 2 UE plugin enhancements part 5 Making materials reactive Applying the LitReactiveShadingModel patch

AMD FSR 2 UE plugin enhancements part 5 Making materials reactive Applying the LitReactiveShadingModel patch

19th October 2022
This final part demonstrates how to apply the LitReativeShadingModel patch which adds a new Lit Reactive shading model.
Improving raytracing performance with the Radeon™ Raytracing Analyzer (RRA)

Improving raytracing performance with the Radeon™ Raytracing Analyzer (RRA)

15th September 2022
Optimizing the raytracing pipeline can be difficult. Discover how to spot and diagnose common RT pitfalls with RRA, and how to fix them!
Getting started: Our software

Getting started: Our software

5th September 2022
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

Getting started: Development and performance

5th September 2022
Looking for tips on getting started with developing and/or optimizing your game, whether on AMD hardware or generally? We've got you covered!
How to use the AMD FidelityFX™ Super Resolution 2 (FSR 2) Unreal Engine plugin

How to use the AMD FidelityFX™ Super Resolution 2 (FSR 2) Unreal Engine plugin

24th June 2022
Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 2 plugin for Unreal Engine 4.26/4.27 and UE5.
Announcing Radeon™ Memory Visualizer support for Linux

Announcing Radeon™ Memory Visualizer support for Linux

13th June 2022
RMV is now available on Linux. RMV and RDP officially support Ubuntu 20.04 with Linux distros requiring additional dependencies. Check it out!
Latest updates to Radeon™ ProRender plug-ins

Latest updates to Radeon™ ProRender plug-ins

8th June 2022
Find out more about all our updates to the Radeon ProRender plug-ins, including new fog and shadow settings for ProRender in Blender and Maya.
Integrating VRS in The Riftbreaker

Integrating VRS in The Riftbreaker

13th May 2022
EXOR Studios and AMD have collaborated to add Variable Rate Shading in The Riftbreaker. Read this guest blog to find out more!
The “why” of multi-resolution geometric representation using Bounding Volume Hierarchy for ray tracing

The “why” of multi-resolution geometric representation using Bounding Volume Hierarchy for ray tracing

9th May 2022
The benefits of the level of details technique for ray tracing are not trivial. This blog explores the issues, giving the rationale for our new technique.
TressFX 5.0 arrives as a patch for Unreal Engine

TressFX 5.0 arrives as a patch for Unreal Engine

4th May 2022
UE4 TressFX 5.0 has been designed to build upon the many features of UE4 TressFX 4.1, while being much easier to use. Find out what's new!
Radeon™ GPU Profiler 1.13 and Radeon Developer Panel 2.6

Radeon™ GPU Profiler 1.13 and Radeon Developer Panel 2.6

21st April 2022
RGP 1.13 adds enhanced ray tracing features, such as new performance counters and inline RT. RDP 2.6 includes improved data capture.
Radeon™ Memory Visualizer 1.4 introduces Smart Access Memory support

Radeon™ Memory Visualizer 1.4 introduces Smart Access Memory support

21st April 2022
Find out in this blog post how you can make all memory visible to the CPU in Radeon Memory Visualizer (RMV) v1.4 with Smart Access Memory.
Introducing HIP RT – a ray tracing library in HIP

Introducing HIP RT – a ray tracing library in HIP

12th April 2022
HIP RT is a new ray tracing library for HIP. It makes it easy to write a ray tracing app using HIP. Check out this page for more information.
Introducing Orochi – dynamic loading of HIP/CUDA® from a single binary

Introducing Orochi – dynamic loading of HIP/CUDA® from a single binary

1st April 2022
Orochi is a library that loads HIP and CUDA driver APIs dynamically at runtime, eliminating the overhead of maintaining separate backends.
Primitive variables, flexible ramp node, beta support for HIP in Radeon™ ProRender SDK 2.02.11

Primitive variables, flexible ramp node, beta support for HIP in Radeon™ ProRender SDK 2.02.11

7th March 2022
The latest release of the ProRender SDK introduces support for primitive variables, enhanced Cryptomatte AOVs, AMD's HIP API, and much more.
Radeon™ GPU Profiler 1.12 features improvements to Instruction Timing

Radeon™ GPU Profiler 1.12 features improvements to Instruction Timing

20th January 2022
RGP 1.12 provides some significant enhancements to the Instruction Timing feature, including wavefront filtering and single-wavefront mode.
Viewing DirectX® 12 Named Resources with Radeon™ Memory Visualizer 1.3

Viewing DirectX® 12 Named Resources with Radeon™ Memory Visualizer 1.3

20th January 2022
Radeon Memory Visualizer (RMV) now supports Named Resources in DirectX® 12 applications. This blog explains how you can view them in RMV.
Visualizing VGPR Pressure with Radeon™ GPU Analyzer 2.6

Visualizing VGPR Pressure with Radeon™ GPU Analyzer 2.6

20th January 2022
Radeon GPU Analyzer 2.6 introduces VGPR Pressure Visualization. This post explains exactly how to get the most out of this brand-new feature.
New renderer backend and more in the updated Radeon™ ProRender SDK 2.02.10

New renderer backend and more in the updated Radeon™ ProRender SDK 2.02.10

17th December 2021
Introducing a new renderer backend and support for simpler volumes, cutting planes, and artistic control of shadow color. Also, new SDK tutorials are now available.
Publications

Publications

6th December 2021
Discover our published publications.
Understanding Graphs in Radeon GPU Profiler and GPUView

Understanding Graphs in Radeon GPU Profiler and GPUView

3rd December 2021
Find out how to read and understand graphs in Radeon GPU Profiler and GPUView in order to optimize your game more effectively.
Software release blogs

Software release blogs

1st December 2021
Our handy software release blogs will help you make good use of our tools, SDKs, and effects, as well as sharing the latest features with new releases.
How to use AMD FidelityFX™ Super Resolution (FSR) 1.0 Unreal Engine 4 Plugin

How to use AMD FidelityFX™ Super Resolution (FSR) 1.0 Unreal Engine 4 Plugin

23rd November 2021
Find out how to install and configure the AMD FidelityFX Super Resolution (FSR) 1.0 plugin for Unreal Engine 4.
Vulkan’s Best Practice layer now has AMD-specific checks

Vulkan’s Best Practice layer now has AMD-specific checks

2nd September 2021
Introducing AMD checks for the Vulkan® Best Practice validation layer! Find out more about how it now incorporates many of our performance suggestions.
Introducing Radeon™ ProRender SDK 2.02.6

Introducing Radeon™ ProRender SDK 2.02.6

31st August 2021
Introducing support for Apple M1, heterogeneous volume, and deepEXR. Plus improved CPU rendering, and toon contour rendering.
AMD USD™ Hydra™ plug-in for Blender®

AMD USD™ Hydra™ plug-in for Blender®

19th August 2021
Find out about our exciting new plug-in for Blender®, which uses the power of Open Standards to enable you to reference and assemble USD™, and use MaterialX.
Compressonator 4.2 – Features update for BC1 and BC7 codecs, and more

Compressonator 4.2 – Features update for BC1 and BC7 codecs, and more

30th July 2021
Compressonator v4.2 brings improvements for BC1 and BC7 codecs, plus API, SDK, and CMake updates.
FidelityFX-CLI – Testing FSR and AMD FidelityFX™ CAS at the command-line

FidelityFX-CLI – Testing FSR and AMD FidelityFX™ CAS at the command-line

28th July 2021
FidelityFX-CLI is a command-line Windows® program to test FidelityFX Super Resolution (FSR) 1.0 and Contrast Adaptive Sharpening (CAS) on image files.
Radeon™ GPU Profiler 1.11 released

Radeon™ GPU Profiler 1.11 released

21st July 2021
RGP 1.11 introduces ray tracing call targets, enhancements to cache counters, and more.
New Radeon™ ProRender plug-in updates

New Radeon™ ProRender plug-in updates

7th July 2021
Our Blender® add-on, Autodesk® Maya® plug-in, and the SideFX® Houdini™ (USD) plug-in now incorporate the latest Radeon™ ProRender SDK.
How to get the most out of Smart Access Memory (SAM)

How to get the most out of Smart Access Memory (SAM)

15th June 2021
Smart Access Memory (SAM) provides the CPU with direct access to all video memory. These guidelines help you to improve CPU and GPU performance using SAM.
Updated Radeon ProRender 2 SDK now available with many new features

Updated Radeon ProRender 2 SDK now available with many new features

28th April 2021
Read about Cryptomatte support, light group AOVs, deformation motion blur, homogeneous volume support, and our toon material in Radeon™ ProRender.
AMD Ryzen CPU Performance Guide

AMD Ryzen CPU Performance Guide

20th April 2021
Design faster. Render faster. Iterate faster. Our one-stop resource for getting great AMD Ryzen performance.
Radeon™ GPU Profiler v1.10 introduces GPU cache counters, Vulkan® ray tracing, and more

Radeon™ GPU Profiler v1.10 introduces GPU cache counters, Vulkan® ray tracing, and more

1st April 2021
This latest release adds support for GPU cache counters, Vulkan® ray tracing, the latest RDNA™ 2 GPUs, and more.
International Women’s Day – GPUs, chips, and games working at AMD DevTech

International Women’s Day – GPUs, chips, and games working at AMD DevTech

8th March 2021
One of our Developer Technology Engineers, Lou Kramer, talks about the journey to start her career with AMD, what she actually does, and how she finds being a woman in engineering.
Using Radeon™ GPU Analyzer v2.4.1 with DirectX® Raytracing

Using Radeon™ GPU Analyzer v2.4.1 with DirectX® Raytracing

12th February 2021
Radeon™ GPU Analyzer v2.4.1 introduces support for DXR shaders in a new mode of the command line tool.
Hardware-Accelerated Ray Tracing in AMD Radeon™ ProRender 2.0

Hardware-Accelerated Ray Tracing in AMD Radeon™ ProRender 2.0

23rd November 2020
With specific hardware acceleration features implemented, content creators can accelerate their rendering using AMD Radeon™ RX 6000 Series graphics cards with Radeon™ ProRender 2.0.
Radeon™ GPU Profiler 1.9 introduces support for Radeon™ RX 6000 Series

Radeon™ GPU Profiler 1.9 introduces support for Radeon™ RX 6000 Series

23rd November 2020
The latest release of RGP introduces support for Radeon™ RX 6000 Series (RDNA™ 2) and DirectX® Raytracing, along with several additional new features.
Radeon™ Memory Visualizer v1.1 adds support for aliased resources and more

Radeon™ Memory Visualizer v1.1 adds support for aliased resources and more

23rd November 2020
Radeon Memory Visualizer V1.1 introduces support for aliased resources, and allows selection of a resource in the memory leak finder pane.
Compressonator 4.1 – SNORM support for BC4/BC5, MIP map filter support, and more

Compressonator 4.1 – SNORM support for BC4/BC5, MIP map filter support, and more

23rd November 2020
Compressonator v4.1 adds SNORM support for BC4 and BC5, MIP map filter support using either GPU or CPU, GPU-based compression and MIP map generation, and much more.
GPUPerfAPI v3.7 includes Radeon™ RX 6000 support and new raytracing counters

GPUPerfAPI v3.7 includes Radeon™ RX 6000 support and new raytracing counters

23rd November 2020
GPUPerfAPI v3.7 brings support for Radeon™ RX 6000 series GPUs, new raytracing counters for DirectX® Raytracing, a new scalar and instruction cache counter, and new raytracing High-Frequency counters in Microsoft® PIX2.
Unified Radeon™ GPU Profiler and Radeon™ Memory Visualizer usage with Radeon™ Developer Panel 2.1

Unified Radeon™ GPU Profiler and Radeon™ Memory Visualizer usage with Radeon™ Developer Panel 2.1

1st October 2020
This tutorial explains how to take advantage of the functionality in RDP v2.1 onwards, which unifies the RMV and RGP functionality from earlier versions to provide a unified workflow.
Porting Detroit Become Human from PlayStation® 4 to PC – Part 3

Porting Detroit Become Human from PlayStation® 4 to PC – Part 3

25th September 2020
The final part of this joint series with Quantic Dream discusses shader scalarization, async compute, multithreaded render lists, memory management using our Vulkan Memory Allocator (VMA), and much more.
Porting Detroit Become Human from PlayStation® 4 to PC – Part 2

Porting Detroit Become Human from PlayStation® 4 to PC – Part 2

23rd September 2020
Part 2 of this joint post between Quantic Dream and AMD looks at non-uniform resource indexing on PC and for AMD cards specifically.
Porting Detroit Become Human from PlayStation® 4 to PC – Part 1

Porting Detroit Become Human from PlayStation® 4 to PC – Part 1

21st September 2020
Porting the PS4® game Detroit: Become Human to PC presented some interesting challenges. This first part of a joint collaboration from engineers at Quantic Dream and AMD discusses the decision to use Vulkan® and talks shader pipelines and descriptors.
Radeon™ GPU Profiler 1.8 released

Radeon™ GPU Profiler 1.8 released

14th September 2020
The latest release of Radeon™ GPU Profiler introduces an updated Radeon Developer Panel, Instruction Timing, and more.
Integrating RenderDoc for Unconventional Apps

Integrating RenderDoc for Unconventional Apps

20th July 2020
One of our engineers explains a few small code changes that can help you integrate RenderDoc for more unconventional applications.
Getting Started with Radeon™ Memory Visualizer (RMV)

Getting Started with Radeon™ Memory Visualizer (RMV)

13th May 2020
Radeon™ Memory Visualizer (RMV) is a tool provided by AMD for use by game engine developers. It allows engineers to examine, diagnose, and understand the GPU memory management within their projects.
Compressonator 4.0 – Utilize the Power of GPU-based Encoding

Compressonator 4.0 – Utilize the Power of GPU-based Encoding

10th May 2020
The Windows version of Compressonator 4.0 supports GPU encoding with DirectX® Compute (DXC) or OpenCL™ (OCL) shaders.
Developing Vulkan® applications

Developing Vulkan® applications

20th April 2020
Discover our Vulkan blog posts, presentations, samples, and more. Find out how we can help you create and optimize your Vulkan applications!
Developing DirectX® applications

Developing DirectX® applications

15th April 2020
Developing with DirectX? This page shares our DirectX blog posts, presentations, samples, and more. Let us help you create and optimize your DirectX applications!
Developer Guides

Developer Guides

15th April 2020
Browse our technical blogs, and find valuable advice on developing with AMD hardware, ray tracing, Vulkan®, DirectX®, Unreal Engine, and lots more.
Guest Posts

Guest Posts

14th February 2020
Since we launched GPUOpen back in 2016, we’ve had a steady flow of guest posts from, or in collaboration with, a variety of games developers.
Presentations and manuals

Presentations and manuals

29th January 2020
Don't miss our manual documentation! And if slide decks are what you're after, you'll find 100+ of our finest presentations here.
Using AMD FreeSync™ Premium Pro HDR Code Samples

Using AMD FreeSync™ Premium Pro HDR Code Samples

22nd January 2020
Part 4 of a series of posts on AMD FreeSync™ Premium Pro Technology. Here, we look at how to enable FreeSync Premium Pro with all next gen graphics APIs.
Announcing Compressonator 3.2

Announcing Compressonator 3.2

9th January 2020
The latest version of Compressonator is now available, featuring new BCn codec kernels, framework interfaces, cube maps, and more.
Using the Visual Studio® Code Extension for RGA

Using the Visual Studio® Code Extension for RGA

9th January 2020
This is a Visual Studio® Code extension for the Radeon GPU Analyzer (RGA). This extension makes it possible to use RGA directly from within VS Code.
Integrating AMD FidelityFX™ into the Ego Engine

Integrating AMD FidelityFX™ into the Ego Engine

18th December 2019
Tom Hammersley from Codemasters talks about integrating FidelityFX into the Ego Engine and implementing Contrast Adaptive Sharpening (CAS).
TrueAudio Next Acceleration of Steam Audio Sound Reflections

TrueAudio Next Acceleration of Steam Audio Sound Reflections

21st October 2019
Higher levels of realism and believability can be achieved when accurate sound reflections are deployed in a game or experience. Spatialized, physically generated reflections can achieve this goal.
Using Radeon™ GPU Analyzer with DirectX®12 Graphics

Using Radeon™ GPU Analyzer with DirectX®12 Graphics

14th October 2019
With DirectX 12 comes the power of generating disassembly and hardware resource usage statistics that are closest to the real-world case, and therefore making better performance optimization decisions.
Using Radeon™ GPU Analyzer with Direct3D®12 Compute

Using Radeon™ GPU Analyzer with Direct3D®12 Compute

15th July 2019
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.
Using AMD FreeSync™ Premium Pro HDR Gamut Mapping

Using AMD FreeSync™ Premium Pro HDR Gamut Mapping

17th June 2019
In this tutorial, we will be going over what gamut mapping is, how we implemented a gamut mapper to show how FreeSync HDR works, and some pitfalls with different gamut mapping algorithms.
Using AMD Freesync™ Premium Pro HDR Tone Mapping

Using AMD Freesync™ Premium Pro HDR Tone Mapping

13th May 2019
In part two of this tutorial, we cover the terminology of tone mapping, what tone mapping is, as well as different monitor features that influence how well a tone mapper will work.
Using AMD FreeSync™ Premium Pro HDR Color Spaces

Using AMD FreeSync™ Premium Pro HDR Color Spaces

20th March 2019
The first in a series of four tutorials related to AMD Freesync™ Premium Pro HDR. This tutorial covers terminology related to color.
Using Ryzen™ Threadripper for Game Development - optimising UE4 build times

Using Ryzen™ Threadripper for Game Development - optimising UE4 build times

17th December 2018
Guest post by Sebastian Aaltonen, co-founder of Second Order. It covers optimising building the engine and asset production when using AMD Ryzen Threadripper processors.
New Compressonator 3.1 SDK for seamless integration into asset toolchains – and more!

New Compressonator 3.1 SDK for seamless integration into asset toolchains – and more!

21st November 2018
This version contains several new features and optimizations, including new installers for the SDK, CLI and GUI tool, new batch compress support, improvements to Compressonator's BC6H and ETC2 support, a new glTF model previewer, and more.
Decoding Radeon™ Vulkan® versions

Decoding Radeon™ Vulkan® versions

2nd August 2018
A guide to using our machine-readable mapping that you can integrate into your software for decoding Radeon™ Vulkan® versions.
Understanding GPU context rolls

Understanding GPU context rolls

29th June 2018
Learn what a context roll on our GPUs is, how they apply to the pipeline and how they're managed, and what you can do to analyse them and find out if they're a limiting factor in the performance of your game or application.
Compressonator V3.0 release brings powerful new 3D model features

Compressonator V3.0 release brings powerful new 3D model features

14th May 2018
Compressonator is a set of tools that allows artists and developers to work easily with compressed assets and easily visualize the quality impact of various compression technologies.
Reducing Vulkan® API call overhead

Reducing Vulkan® API call overhead

26th April 2018
This guest post, by Arseny Kapoulkine from Roblox, looks at the costs associated with calling various Vulkan functions tens or hundreds of thousands of times per frame, and ways to bring them down.
First Steps When Implementing FP16

First Steps When Implementing FP16

20th April 2018
Half-precision (FP16) computation is a performance-enhancing GPU technology long exploited in console and mobile devices not previously used or widely available in mainstream PC development.
Deferred Path Tracing By Enscape

Deferred Path Tracing By Enscape

6th December 2017
Insights from Enscape as to how they designed a renderer that produces path traced real time global illumination and can also converge to offline rendered image quality.
Compressonator V2.7 Release adds cross platform support and 3D Model compression with glTF v2.0

Compressonator V2.7 Release adds cross platform support and 3D Model compression with glTF v2.0

27th November 2017
Information about the new features and optimizations in Compressonator v2.7.
CPU Core Count Detection on Windows®

CPU Core Count Detection on Windows®

14th September 2017
Due to architectural differences between Zen and our previous processor architecture, Bulldozer, developers need to take care when using the Windows® APIs for processor and core enumeration.
Stable Barycentric Coordinates

Stable Barycentric Coordinates

30th August 2017
The AMD GCN Vulkan extensions allow developers to get access to the barycentric coordinates at the fragment-shader level.
Understanding Vulkan® Objects

Understanding Vulkan® Objects

7th August 2017
An important part of learning the Vulkan® API is to understand what types of objects are defined by it, what they represent and how they relate to each other.
Compressonator V2.6 release adds HDR tonemapping compression, new image analysis features

Compressonator V2.6 release adds HDR tonemapping compression, new image analysis features

3rd July 2017
Information on the new features of Compressonator v2.6.
Optimizing GPU occupancy and resource usage with large thread groups

Optimizing GPU occupancy and resource usage with large thread groups

24th May 2017
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.
Content Creation Tools and Multi-GPU

Content Creation Tools and Multi-GPU

5th May 2017
mGPU isn't just for gamers - if you’re a developer working on a game, you should think of using mGPU to make your life easier.
Compressonator V2.5 release adds enhanced HDR support

Compressonator V2.5 release adds enhanced HDR support

29th March 2017
The BC6H codec has been improved and now offers better quality than previous releases, along with support for both 16 bit Half Float and 32 bit Float formats per channel.
Live VGPR Analysis with Radeon™ GPU Analyzer

Live VGPR Analysis with Radeon™ GPU Analyzer

21st March 2017
This tutorial explains how to use Radeon GPU Analyzer (RGA) to produce a live VGPR analysis report for your shaders and kernels. Basic RGA usage knowledge is assumed.
AMD LiquidVR™ MultiView Rendering in Serious Sam VR

AMD LiquidVR™ MultiView Rendering in Serious Sam VR

27th February 2017
Croteam's Karlo Jez writes about AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library.
Using Sub DWord Addressing on AMD GPUs

Using Sub DWord Addressing on AMD GPUs

24th February 2017
Sub DWord Addressing is a feature of the AMD GCN architecture which allows the efficient extraction of 8-bit and 16-bit values from a 32-bit register.
Profiling video memory with Windows® Performance Analyzer

Profiling video memory with Windows® Performance Analyzer

9th February 2017
A guide to using the Windows Performance Analyzer tool, with a focus on video resources.
AGS 5.0 – Shader Compiler Controls

AGS 5.0 – Shader Compiler Controls

12th January 2017
Guide to using the shader compiler control API in AGS 5.0
Optimizing Terrain Shadows

Optimizing Terrain Shadows

15th December 2016
One thing which is often forgotten is shadow map rendering. As the tessellation level of the terrain is not optimized for the shadow camera, but for the primary camera, this often results in a very strong mismatch and shadow maps end up getting extremely over-tessellated.
Leveraging Asynchronous Queues for Concurrent Execution

Leveraging Asynchronous Queues for Concurrent Execution

1st December 2016
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs.
Selecting the Best Graphics Device to Run a 3D Intensive Application

Selecting the Best Graphics Device to Run a 3D Intensive Application

16th November 2016
3D intensive application performance may suffer greatly if the best graphics device is not selected. As a developer you can easily fix this problem by adding only one line to your executable's source code.
Vulkan® and DOOM

Vulkan® and DOOM

10th November 2016
This post takes a look at the interesting bits of helping id Software with their DOOM Vulkan effort, from the perspective of AMD's Game Engineering Team.
Implementing LiquidVR™ Affinity Multi-GPU support in Serious Sam VR

Implementing LiquidVR™ Affinity Multi-GPU support in Serious Sam VR

31st October 2016
This guest post by Croteam's Karlo Jez gives a detailed look at how Affinity Multi-GPU support was added to their game engine.
AMD Driver Symbol Server

AMD Driver Symbol Server

27th October 2016
How to set up the AMD Driver Symbol Server in Visual Studio.
Vulkan® Barriers Explained

Vulkan® Barriers Explained

18th October 2016
Barriers control resource and command synchronisation in Vulkan applications and are critical to performance and correctness. Learn more here.
VDR Follow Up – Tonemapping for HDR Signals

VDR Follow Up – Tonemapping for HDR Signals

5th October 2016
Follow up on VDR and practical advice on adapting a game's tonemapping pipeline to both traditional display signals and new HDR output signals.
Using RapidFire for Virtual Desktop and Cloud Gaming

Using RapidFire for Virtual Desktop and Cloud Gaming

27th September 2016
RapidFire SDK captures and encodes the input images entirely on the GPU and then copies the encoded result into the system memory for processing on the CPU.
Anatomy Of The Total War Engine Part V

Anatomy Of The Total War Engine Part V

22nd August 2016
The final instalment in Tamas Rabel's insight into developing the Total War engine looks at Multi-GPU.
The Importance of Audio in VR

The Importance of Audio in VR

16th August 2016
The AMD TrueAudio Next open-source library and driver-controlled CU Reservation enables dramatically higher levels of audio rendering realism in VR.
Anatomy Of The Total War Engine Part IV

Anatomy Of The Total War Engine Part IV

16th August 2016
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.
AMD GCN Assembly Cross-Lane Operations

AMD GCN Assembly Cross-Lane Operations

10th August 2016
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.
Anatomy Of The Total War Engine Part III

Anatomy Of The Total War Engine Part III

10th August 2016
Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought Total War to DirectX® 12.
Anatomy Of The Total War Engine Part II

Anatomy Of The Total War Engine Part II

3rd August 2016
Tamas Rabel from Creative Assembly discusses how performance was measured with the Total War Engine.
Anatomy Of The Total War Engine Part I

Anatomy Of The Total War Engine Part I

27th July 2016
Tamas Rabel, Lead Graphics Programmer on the Total War series provides a detailed look at the Total War renderer as well as digging deep into some of the optimizations that the team at Creative Assembly did for the brilliant, Total War: Warhammer.
Texel Shading

Texel Shading

21st July 2016
Game engines do most of their shading work per-pixel or per-fragment. But there is another alternative that has been popular in film for decades...
Using Vulkan® Device Memory

Using Vulkan® Device Memory

21st July 2016
This post serves as a guide on how to best use the various Memory Heaps & Memory Types exposed in Vulkan on AMD drivers, starting with some high-level tips.
The Art of AMDGCN Assembly How to Bend the Machine to Your Will

The Art of AMDGCN Assembly How to Bend the Machine to Your Will

29th June 2016
This article explains how to produce Hsaco from assembly code and also takes a closer look at some new features of the GCN architecture.
Compressonator v2.3 release delivers ASTC, ETC2 codec support and GPU rendered image views

Compressonator v2.3 release delivers ASTC, ETC2 codec support and GPU rendered image views

27th June 2016
Compressonator is a set of tools to allow artists and developers to more easily create compressed texture image assets and easily visualize the quality impact of various compression technologies.
GCN Shader Extensions for Direct3D® and Vulkan®

GCN Shader Extensions for Direct3D® and Vulkan®

24th May 2016
One of the mandates of GPUOpen is to give developers better access to the hardware, and this post details extensions for Vulkan and Direct3D12 that expose additional GCN features to developers.
AMD DOPPEngine – Post Processing on Your Desktop in Practice

AMD DOPPEngine – Post Processing on Your Desktop in Practice

23rd May 2016
DOPPEngine changes the output of your desktop in ways that can be very useful with various effects.
Fast Compaction with mbcnt

Fast Compaction with mbcnt

20th May 2016
With shader extensions, we provide access to a much better tool to get compaction done: GCN provides a special op-code for compaction within a wavefront.
GeometryFX 1.2 – Cluster Culling

GeometryFX 1.2 – Cluster Culling

18th May 2016
With cluster culling, GeometryFX is able to reject large chunks of the geometry - with corresponding performance increases.
Unlock the Rasterizer with Out-of-Order Rasterization

Unlock the Rasterizer with Out-of-Order Rasterization

17th May 2016
GCN hardware supports a special out-of-order rasterization mode which relaxes the ordering guarantee, and allows fragments to be produced out-of-order.
Using AMD Crossfire API

Using AMD Crossfire API

5th May 2016
Alternate Frame Rendering (AFR) is the method used to take advantage of Multiple GPUs in DirectX® 11 and OpenGL® applications.
AMD GPU Services, An Introduction

AMD GPU Services, An Introduction

27th April 2016
Useful information about features within our AMD GPU Services (AGS) library.
VDR Follow Up – Grain and Fine Details

VDR Follow Up – Grain and Fine Details

13th April 2016
This post is going to look at very subtle changes to improve grain and fine details using the same 3-bit/channel quantization case from the prior post.
VDR Follow Up – Fine Art of Film Grain

VDR Follow Up – Fine Art of Film Grain

4th April 2016
Expanding on Advanced Techniques and Optimization of VDR Color Pipelines: Details on the generation of film grain ideal for transfer functions like sRGB.
Understanding Memory Coalescing on GCN

Understanding Memory Coalescing on GCN

21st March 2016
An explanation of how GCN hardware coalesces memory operations to minimize traffic throughout the memory hierarchy.
Getting the Most Out of Delta Color Compression

Getting the Most Out of Delta Color Compression

14th March 2016
DCC is a domain-specific compression that tries to take advantage of data coherence. It’s lossless, and adapted for 3D rendering. The key idea is to process whole blocks instead of individual pixels.
Using the Vulkan® Validation Layers

Using the Vulkan® Validation Layers

9th March 2016
Vulkan validation layers make it easier to catch any mistakes, provide useful information beyond basic errors and minimize portability issues.
Vulkan® Renderpasses

Vulkan® Renderpasses

16th February 2016
Renderpasses are objects designed to allow an application to communicate the high-level structure of a frame to the driver.
Fetching From Cubes and Octahedrons

Fetching From Cubes and Octahedrons

4th February 2016
For GPU-side dynamically generated data structures which need 3D spherical mappings, two of the most useful mappings are cubemaps and octahedral maps. This post explores the overhead of both mappings.
Maxing Out GPU usage in nBodyGravity

Maxing Out GPU usage in nBodyGravity

26th January 2016
Asynchronous compute can help you to get the maximum GPU usage. I’ll be explaining the details based on the nBodyGravity sample from Microsoft.
Optimized Reversible Tonemapper for Resolve

Optimized Reversible Tonemapper for Resolve

26th January 2016
Optimized tonemapper form of the technique Brian Karis talks about on Graphics Rants: Tone mapping. Replace the luma computation with max3(red,green,blue).
Unreal Engine Performance Guide

Unreal Engine Performance Guide

Our one-stop guide to performance with Unreal Engine.