![AMD FidelityFX HDR Mapper](png/20666030-c_amd_fidelityfx_hdr_mapper_lockup_rgb_wht.png)
AMD FidelityFX™ LPM (AMD FidelityFX HDR Mapper) provides an open source library to easily integrate HDR, and wide gamut tone and gamut mapping into your game.
Supports:
- DirectX®12.
- Vulkan®.
Download the latest version - v1.2
This release adds the following features:
- Windowed mode HDR10 support for DirectX®12 through DXGI API.
- Custom LPM config setup for each scene and test pattern in sample as starting points for developers.
- Bug fix for HDR10_2084 mode when not using LPM tonemapper in Vulkan®.
- Also exposed LPM config in UI through
#define LPM_CONFIG in code.
Download the latest version - v1.3
This release includes:
- Now part of AMD FidelityFX SDK.
- Provides better HDR handling in Vulkan®, as well as various OS and swapchain fixes for Vulkan and DirectX®.
Part of the AMD FidelityFX™ SDK
![AMD FidelityFX SDK components](https://gpuopen.com/wp-content/uploads/2023/06/FFX_SDK_banner-1024x570.png)
Features
Open source, MIT license
Highly optimized
High dynamic range (HDR)
Details
- Can be configured to work with any positive RGB input working color space.
- Can be configured to target any RGB output color space (target any display).
- Solution is completely ALU-based without any LUT, so has the capacity to run asynchronously with workloads which are bottlenecked by other hardware limits.
- Supports packed FP16 for better performance on Vulkan®.
- Custom config setup for scenes, and test pattern in sample provided as starting points for developers.
Comparison
AMD FidelityFX LPM is highly configurable, allowing you to tweak the numerous parameters to create the look you require.
![](jpg/lpm_off.jpg)
![](https://gpuopen.com/wp-content/uploads/2020/03/lpm_on.jpg)
As seen in Godfall
![](https://gpuopen.com/wp-content/uploads/2021/02/counterplaylogo_fullw.png)
![](jpg/lpm_off_v2.jpg)
![](https://gpuopen.com/wp-content/uploads/2021/02/LPM_On_v2.jpg)
During the production of Godfall, we continuously fine-tuned the art visuals. We understood our limitations with the current technology, which required everyone to spend an ungodly amount of time to find clever workarounds. Ultimately, we achieved a style that we were mostly happy with, but something was still lacking. We had to take a step back; we needed to figure out why.
Everything looked last gen. The metals were not shiny enough. The armor pieces, the fires, the magical effects, the backgrounds all appeared muted and uninteresting. With little hope and time left to tinker, we thought we had to live with these deficiencies. When AMD approached us with FidelityFX LPM, we were amazed at the potential. Together, AMD and Counterplay worked feverishly to integrate this technology. Not only did FidelityFX LPM bring back the colors and vibrancy we envisioned, but it also helped solidify our goal. The players will now see shiny objects with great detail, bright environments without being overblown, and contrast without muddiness. Above all else, the biggest surprise was the HDR enhancements – the game is beautiful."
Learn more about HDR and FreeSync
![](https://gpuopen.com/wp-content/uploads/2020/05/freesync_wide-768x224.jpg)
Using AMD FreeSync™ Premium Pro HDR: Code Samples
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.
![](https://gpuopen.com/wp-content/uploads/2020/05/freesync_wide-768x224.jpg)
Using AMD FreeSync™ Premium Pro HDR: Gamut Mapping
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.
![](https://gpuopen.com/wp-content/uploads/2020/05/freesync_wide-768x224.jpg)
Using AMD Freesync™ Premium Pro HDR: Tone Mapping
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.
![](https://gpuopen.com/wp-content/uploads/2020/05/freesync_wide-768x224.jpg)
Using AMD FreeSync™ Premium Pro HDR: Color Spaces
The first in a series of four tutorials related to AMD Freesync™ Premium Pro HDR. This tutorial covers terminology related to color.
![](https://gpuopen.com/wp-content/uploads/2017/03/image2017-3-7-14-6-21.png)
Compressonator V2.5 release adds enhanced HDR support
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.
![](https://gpuopen.com/wp-content/uploads/2020/03/blog_finegrain-768x240.jpg)
VDR Follow Up – Tonemapping for HDR Signals
Follow up on VDR and practical advice on adapting a game’s tonemapping pipeline to both traditional display signals and new HDR output signals.
![](https://gpuopen.com/wp-content/uploads/2020/03/LottesResolved-1024x373-1-768x280.png)
Optimized Reversible Tonemapper for Resolve
Optimized tonemapper form of the technique Brian Karis talks about on Graphics Rants: Tone mapping. Replace the luma computation with max3(red,green,blue).
Version history
- Windowed mode HDR10 support for DirectX®12 through DXGI API.
- Custom LPM config setup for each scene and test pattern in sample as starting points for developers.
- Bug fix for HDR10_2084 mode when not using LPM tonemapper in Vulkan®.
- Also exposed LPM config in UI through
#define LPM_CONFIG in code.
- Vulkan® support.
- Initial release
All part of the FidelityFX SDK!
![AMD FidelityFX SDK](https://gpuopen.com/wp-content/uploads/2023/07/featured_FFX_SDK-768x432.jpg)
AMD FidelityFX™ SDK
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