Presentations
Whether it’s Powerpoints or PDFs from events, or slides from one of our videos, we’ve listed our 100+ presentations in this handy searchable table!
Title | Information | Event | Year |
---|---|---|---|
Optimization with Radeon GPU Profiler – A Vulkan Case Study | Presented by Gregory Mitrano (AMD) [5.3MB] | Other | 0 |
TrueAudio Next Whitepaper | AMD TrueAudio Next is a software development kit for GPU accelerated and multi-core high-performance audio signal processing. [0.3MB] | None | 0 |
Fast Triangle Reordering for Vertex Locality and Reduced Overdraw | This paper presents novel algorithms that optimize the order in which triangles are rendered, to improve post-transform vertex cache efficiency as well as for view-independent overdraw reduction. [2.45MB] | None | 0 |
Getting the Best out of D3D12 | Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Evan Hart, Principal Engineer, NVIDIA [4.7MB] | GDC | 2015 |
Visual Effects in Star Citizen | Presented by Alistair Brown, Director of Graphics Programming, Cloud Imperium [120MB] | GDC | 2015 |
Advancements In Tiled Rendering | Presented by Gareth Thomas, Developer Technology Engineer, AMD [27.4MB] | GDC | 2015 |
Low Latency and Stutter-Free Rendering in VR and Graphics Applications | Presented by Layla Mah, Lead Architect, VR & Advanced Rendering, AMD [34.7MB] | GDC | 2015 |
Optimizing Games for Graphics Core Next Architecture using AMD Graphics Tools | Presented by Gordon Selley and Sigal Algranaty, Software Development Engineers, AMD [24.9MB] | GDC | 2015 |
Augmented Hair in Deus Ex Universe Projects – TressFX 3.0 | Presented by Jason Stewart, Software Engineer, AMD and Uriel Doyon, 3D Programmer, Eidos-Montréal [25MB] | GDC | 2015 |
D3D12 A new meaning for efficiency and performance | Presented by Dave Oldcorn, Software Engineering Fellow, AMD; Stephan Hodes, Developer Technology Engineer, AMD; Max McMullen, Principal Development Lead, Microsoft; Dan Baker, Graphics Architect, Oxide Games [4.1MB] | GDC | 2015 |
Heterogeneous Computing for an Internet of Things World | Keynote presented by Scott Aylor, Corporate Vice President & GM, AMD Embedded Solutions [13.6MB] | Embedded WC, Germany | 2015 |
Accelerating Computer Vision and Image Processing via Heterogeneous Compute… Transparently | Presented by Raghunath Rao, Ph.D. and Harris Gasparakis, Ph.D. [3.1MB] | Embedded WC, Germany | 2015 |
Evolution of Multimedia & Display | Presented by Mazen Salloum [8.9MB] | Embedded WC, Germany | 2015 |
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs | Presented by Stephan Hodes, AMD [0.7MB] | GDC Europe | 2015 |
Practical DirectX 12 – Programming Model and Hardware Capabilities | Presented by Gareth Thomas (AMD), Alex Dunn (NVIDIA) [1.2MB] | GDC | 2016 |
Vulkan Fast Paths | Presented by Graham Sellers (AMD), Timothy Lottes (AMD), Matthaeus Chajdas (AMD) [1.5MB] | GDC | 2016 |
Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL | Presented by Doron Ofek (AMD) [1.7MB] | GDC | 2016 |
Right on Queue: Advanced DirectX 12 Programming | Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide) [1.6MB] | GDC | 2016 |
D3D12 & Vulkan: Lessons Learned | Presented by Matthaeus Chajdas (AMD) [6MB] | GDC | 2016 |
Advanced Techniques and Optimization of HDR Color Pipelines | Presented by Timothy Lottes (AMD) [8.3MB] | GDC | 2016 |
LiquidVR Today and Tomorrow | Presented by Guennadi Riguer (AMD) [3.6MB] | GDC | 2016 |
Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays | Presented by Takahiro Harada (AMD), Dmitry Kozlov (AMD) [49.5MB] | GDC | 2016 |
GPUOpen – Unlocking Game Development with Open Source | Presented by Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal) and others [5.0MB] | GDC | 2016 |
The Most Common Vulkan Mistakes | Presented by Dominik Witczak (AMD) at the University of Lodz in Poland [1.7MB] | Other | 2016 |
clSPARSE: A Vendor-Optimized Open Source Sparse BLAS Library | Presented by Joseph Greathouse, Kent Knox, Kiran Varaganti and Mayank Daga (AMD) and Jakub Pola (University of Wrocaw and Vratis, Ltd.) [1.7MB] | IWOCL, Vienna | 2016 |
Radeon Rays Whitepaper | Radeon-Rays is a GPU intersection acceleration library with basic support for heterogeneous systems. AMD developed Radeon-Rays to help developers get the most out of AMD GPUs and CPU or APUs, as well as save them from maintaining hardware-dependent code. [1.0MB] | None | 2016 |
D3D12 and Vulkan Done Right | Advanced Graphics Techniques Tutorial. Presented by Gareth Thomas (AMD) [0.7MB] | GDC | 2017 |
Wave Programming in D3D12 and Vulkan | Advanced Graphics Techniques Tutorial. Presented by David Lively (AMD) & Holger Gruen (NVIDIA) [2.1MB] | GDC | 2017 |
Async Compute Deep Dive | Advanced Graphics Techniques Tutorial. Presented by Alex Dunn (NVIDIA) & Stephan Hodes (AMD) [0.9MB] | GDC | 2017 |
Moving to DirectX 12: Lessons Learned | Advanced Graphics Techniques Tutorial. Presented by Tiago Rodrigues (Ubisoft Montreal) [13.2MB] | GDC | 2017 |
Cinematic Depth of Field | Advanced Graphics Techniques Tutorial. Presented by Karl Hillesland (AMD) [0.8MB] | GDC | 2017 |
D3D12 & Vulkan: Lessons learned | Presented by Matthaeus Chajdas (AMD) [1.2MB] | GDC | 2017 |
Advanced Shader Programming on GCN | Presented by Timothy Lottes (AMD) [0.7MB] | GDC | 2017 |
Real-Time Finite Element Method (FEM) and TressFX 4.0 | Presented by Eric Larsen (AMD) and Dongsoo Han (AMD) [0.8MB] | GDC | 2017 |
Explicit DirectX 12 Multi GPU rendering | Presented by Raul Aguaviva (AMD) & Dan Baker (Oxide Games) [2.5MB] | GDC | 2017 |
True Audio Next and Multimedia AMD APIs in games and VR applications development | Presented by Mikhail Mironov (AMD) & Pavel Siniavine (AMD) [1.9MB] | GDC | 2017 |
Radeon ProRender and Radeon Rays in a Gaming rendering workflow | Presented by Dmitry Kozlov (AMD) & Takahiro Harada (AMD) [4.3MB] | GDC | 2017 |
A Sampling of UE4 Rendering Improvements | Capsaicin and Cream Session [Video]. Presented by Arne Schober (Epic) [1.3MB] | GDC | 2017 |
Scriptable Rendering Pipeline | Capsaicin and Cream Session [Video]. Presented by Aras Pranckevicius (Unity) [3.8MB] | GDC | 2017 |
Improving Texture Compression in Games | Capsaicin and Cream Session [Video]. Presented by Stephanie Hurlburt (Binomial) [0.3MB] | GDC | 2017 |
How We Rethought Compression in Games | Capsaicin and Cream Session [Video]. Presented by Tamas Rabel (Creative Assembly) [2.5MB] | GDC | 2017 |
Subsurface Scattering in Unreal’s Forward Renderer | Capsaicin and Cream Session [Video]. Presented by Tom Sanocki (Limitless) and Dave Wilkinson (AMD) [1.1MB] | GDC | 2017 |
D3D12 Future, VR and Beyond | Capsaicin and Cream Session [Video]. Presented by Dan Baker (Oxide) [1.2MB] | GDC | 2017 |
Optimizing for AMD Ryzen CPU | Presented by Kenneth Mitchell (AMD) & Elliot Kim (AMD) [1.9MB] | GDC | 2017 |
AMD ‘Vega’ Instruction Set Architecture | This document describes the environment, organization and program state of AMD ‘Vega’ Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers. [4.7MB] | None | 2017 |
New Techniques for Accurate Real-Time Reflections | Advanced Graphics Techniques Tutorial. Presented by Max McMullen (Microsoft), Max Aizenshtein (Futuremark) [6.3MB] | GDC | 2018 |
Memory management in Vulkan and DX12 | Advanced Graphics Techniques Tutorial. Presented by Adam Sawicki (AMD) [1.7MB] | GDC | 2018 |
The Latest Graphics Technology in Remedy’s Northlight Engine | Advanced Graphics Techniques Tutorial. Presented by Tatu Aalto (Remedy) [12.6MB] | GDC | 2018 |
GPU-based clay simulation and ray-tracing tech in Claybook | Advanced Graphics Techniques Tutorial. Presented by Sebastian Aaltonen (Second Order) [24.4MB] | GDC | 2018 |
The Elusive Frame Timing: A Case Study for Smoothness Over Speed | Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [5.8MB] | GDC | 2018 |
Water rendering in Far Cry 5 | Advanced Graphics Techniques Tutorial. Presented by Bane Grujic (Ubisoft), Cristian Cutocheras (AMD) [808MB] | GDC | 2018 |
Real-time ray-tracing techniques for integration into existing renderers | AMD Sponsored Session. Presented by Takahiro Harada [3.0MB] | GDC | 2018 |
The Art of Profiling – Radeon GPU Profiler & RenderDoc | AMD Sponsored Session. Presented by Gordon Selley (AMD), Baldur Karlsson (RenderDoc), Navin Patel (AMD), Herb Marselas (AMD), Budi Purnomo (AMD) [11.8MB] | GDC | 2018 |
Simulating and Rendering Physically-Realistic Curly Hair | AMD Sponsored Session. Presented by Zheng Qiqiang (Netease), Sean Skelton (AMD) [173.0MB] | GDC | 2018 |
Taking the Red Pill – Using Radeon GPU Profiler to look inside your game | AMD Sponsored Session. Presented by Jason Stewart (AMD), Rolando Caloca (Epic) [10.6MB] | GDC | 2018 |
Engine Optimization Hot Lap | AMD Sponsored Session. Presented by Timothy Lottes [10.2MB] | GDC | 2018 |
Optimizing for the AMD Ryzen family of CPU and APU processors | AMD Sponsored Session. Presented by Ken Mitchell (AMD), Elliot Kim (AMD) [1.4MB] | GDC | 2018 |
Porting your engine to Vulkan or DX12 | Presented by Adam Sawicki at Digital Dragons, Kraków, Poland [Video] [15.3MB] | Digital Dragons | 2018 |
Optimize Your Engine Using Compute | 4C 2018. Presented by Lou Kramer (AMD) in Prague [Video] [2.9MB] | 4C | 2018 |
World War Z – Using Vulkan® to Tame the Zombie Swarm | Reboot DEVELOPRED 2019. [Video] Presented by Jordan Logan (AMD) and Nikolai Petrov (Saber Interactive) [1.4MB] | Reboot DEVELOPRED 2019 | 2019 |
Efficient Rendering in The Division 2 | Advanced Graphics Techniques Tutorial. Presented by Calle Lejdfors (Ubisoft), Raul Aguaviva (AMD) [52MB]] | GDC | 2019 |
4 Million Acres, Seriously! GPU-Based Procedural Terrains in Serious Sam 4 | Advanced Graphics Techniques Tutorial. Presented by Alen Ladavac (Croteam) [22MB] | GDC | 2019 |
Surfing The Wave(front)s With Radeon GPU Profiler | Advanced Graphics Techniques Tutorial. Presented by Dominik Baumeister (AMD) [81MB] | GDC | 2019 |
Debugging and Profiling DXR and Vulkan Ray-Tracing | Advanced Graphics Techniques Tutorial. Presented by Aurelio Reis [81MB] | GDC | 2019 |
High Zombie Throughput in Modern Graphics | Advanced Graphics Techniques Tutorial. Presented by Anton Krupkin (Saber), Denis Sladkov (Saber) [88MB] | GDC | 2019 |
Breaking Down Barriers: An Introduction to GPU Synchronisation | Advanced Graphics Techniques Tutorial. Presented by Matt Pettineo (Ready at Dawn) [24MB] | GDC | 2019 |
Wakes, Explosions and Lighting: Interactive Water Simulation in Atlas | Advanced Graphics Techniques Tutorial. Presented by Mark Mihelich (Studio Wildcard), Tim Tcheblokov (NVIDIA) [99MB] | GDC | 2019 |
Enabling Real-Time Light Baking Workflows in Saber Engine with AMD Radeon Rays | AMD Sponsored Session. Presented by Dmitry Kozlov (AMD), Max Gridnev (Saber) [2.6MB] | GDC | 2019 |
AMD Ryzen Processor Software Optimisation | AMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.2MB] | GDC | 2019 |
Powering Spatial Audio on GPUs Through Hardware, Software and Tools | AMD Sponsored Session. Presented by Lakulish Antani (Valve), Carl Wakeland (AMD) [31MB] | GDC | 2019 |
DirectX 12 Optimisation Techniques on Biohazard RE:2 and Devil May Cry 5 | AMD Sponsored Session. Presented by Ojiro Tanaka (Capcom), Ash Smith (AMD) [44MB] | GDC | 2019 |
A Blend of GCN Optimisation and Colour Processing | AMD Sponsored Session. Presented by Timothy Lottes (AMD), Jordan Logan (AMD) [19MB] | GDC | 2019 |
AMD GPU Performance Revealed | AMD Sponsored Session. Presented by Amit Ben-Moshe (AMD), Rodrigo Urra (AMD) [11MB] | GDC | 2019 |
Optimising a AAA Vulkan Title on Desktop | Vulkanised 2019. Presented by Lou Kramer, 20 May 2019, Vulkanised, Cambridge, UK [3.6MB] | Vulkanised | 2019 |
Triangles Are Precious, Let’s Treat Them with Care | Nordic Game, Malmö, Sweden. Presented by Dominik Baumeister, 23 May 2019. [4.0MB] | Nordic Game | 2019 |
Contrast Adaptive Sharpening (CAS) | AMD Developer Day. Presented by Lou Kramer, June 2019 [54.1MB] | AMD Developer Day | 2019 |
Make Your Game Friendly for Graphics Debugging and Optimization | Presented by Adam Sawicki, 27 May 2019, Digital Dragons, Kraków, Poland [2.1MB] | Digital Dragons | 2019 |
FEMFX – My First FEM Barrel – Walkthrough | FEMFX is a multithreaded CPU library for deformable material physics, using the Finite Element Method (FEM). This document provides a walkthrough for constructing a simple wooden barrel. [5.5MB] | None | 2019 |
All the Pipelines – Journey through the GPU | Game Industry Conference 2020. [Video] Presented by Lou Kramer (AMD) [1.0MB] | GIC 2020 | 2020 |
AMD Ryzen Processor Software Optimization | Let’s Build… 2020 Virtual Event. [Video] Presented by Ken Mitchell (AMD) [8MB] | Let’s Build… | 2020 |
Optimizing for the Radeon RDNA Architecture | Let’s Build… 2020 Virtual Event. [Video] Presented by Lou Kramer (AMD) [2MB] | Let’s Build… | 2020 |
From Source to ISA: A Trip Down the Shader Compiler Pipeline | Let’s Build… 2020 Virtual Event. [Video] Presented by Matthaeus Chajdas (AMD) and Nicolai Haehnle (AMD)[8MB] | Let’s Build… | 2020 |
A Review of GPUOpen Effects | Let’s Build… 2020 Virtual Event. [Video] [PPTX 50Mb] Presented by Jason Lacroix (AMD)[5MB] | Let’s Build… | 2020 |
Curing Amnesia and Other GPU Maladies With AMD Developer Tools | Let’s Build… 2020 Virtual Event. [Video] Presented by Gordon Selley (AMD) Chris Hesik (AMD) and Amit Ben-Moshe (AMD)[5MB] | Let’s Build… | 2020 |
Radeon ProRender Full Spectrum Rendering 2.0: The Universal Rendering API | Let’s Build… 2020 Virtual Event. [Video] Presented by Dimitry Kozlov (AMD) and Takahiro Harada (AMD)[55MB] | Let’s Build… | 2020 |
Concurrency Model in Explicit Graphics APIs | Presented by Dominik Baumeister (AMD) and Matthaeus Chajdas (AMD) at TU Munich, June 2020 [1.3MB] | TU Munich | 2020 |
RDNA Architecture Presentation | The Game Engineering team – in collaboration with other colleagues around the company – has put together an RDNA architecture presentation containing doodles, notes and explanation about the structure of RDNA, how it works, and the differences from our previous architectures. [1.0MB] | None | 2020 |
RDNA Whitepaper | Official RDNA Whitepaper, hosted on amd.com. [2.1MB] | None | 2020 |
AMD RDNA 1.0 Instruction Set Architecture | This document describes the environment, organization and program state of AMD ‘RDNA’ Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers. [4.0MB] | None | 2020 |
AMD ‘Vega’ 7nm Instruction Set Architecture | This document describes the environment, organization and program state of AMD ‘Vega’ 7nm Generation devices. It details the instruction set and the microcode formats native to this family of processors that are accessible to programmers and compilers. [4.2MB] | None | 2020 |
AMD Ryzen™ Processor Software Optimization | Microsoft® Game Stack Live 2021. [Video] Presented by Ken Mitchell, AMD Game Engineering[17MB] | Microsoft® Game Stack Live 2021 | 2021 |
Denoising Raytraced Soft Shadows on Xbox Series X|S and Windows with FidelityFX | Microsoft® Game Stack Live 2021. [Video] Presented by Dominik Baumeister (AMD) [74MB] | Microsoft® Game Stack Live 2021 | 2021 |
Compute Shaders | Games Industry Conference 2021. [Video] Presented by Lou Kramer (AMD) [3.2MB] | GIC 2021 | 2021 |
AMD’s Raytracing Research | [Video] Presented by Takahiro Harada (AMD) [3.1MB] | None | 2021 |
Efficient Use of GPU Memory in Modern Games | Digital Dragons 2021. [Video] Presented by Adam Sawicki (AMD) [2.3MB] | Digital Dragons 2021 | 2021 |
FidelityFX Parallel Sort | Presented by Jason Lacroix (AMD) [0.6MB] | None | 2021 |
Hybrid Shadows | Presented by Jordan Logan (AMD) [0.2MB] | None | 2021 |
Memory Management in the APEX Engine | Digital Dragons 2022. [Video] Presented by Daniel Isheden (Avalanche Studios Group) and Lou Kramer (AMD) [3.7MB] | Digital Dragons 2022 | 2022 |
Let’s talk about (GPU) crashes | Reboot DEVELOPBLUE 2022. Presented by Adam Sawicki (AMD) [1.6MB] | Reboot DEVELOPBLUE 2022 | 2022 |
Deep Dive into FidelityFX Super Resolution 2 | Reboot DEVELOPBLUE 2022. Presented by Dihara Wijetunga (AMD) [31.2MB] | Reboot DEVELOPBLUE 2022 | 2022 |
GPU Submission Strategies | Reboot DEVELOPBLUE 2022. Presented by Mattias Liljeson (AMD) [6.9MB] | Reboot DEVELOPBLUE 2022 | 2022 |
The Render Pipeline Shaders SDK | Advanced Graphics Summit. Presented by Zhuo Chen (AMD) [4.1MB] [Video] | GDC 2022 | 2022 |
AMD Ryzen™ Processor Software Optimization | GDC 2022. [Video] Presented by Ken Mitchell (AMD) [1.8MB] | GDC 2022 | 2022 |
Breaking down the world of Athia: the technologies of Forspoken | GDC 2022. [Video] Presented by Teppei Ono (Luminous Productions) and Aurélien Sérandour (AMD) [11.2MB] | GDC 2022 | 2022 |
Raytracing Performance Revealed – How to optimize your game with the RDTS | GDC 2022. [Video] Presented by Christopher Hesik and Can Alper (AMD) [9.6MB] | GDC 2022 | 2022 |
Performant Reflective Beauty – Hybrid Raytracing with Far Cry 6 | GDC 2022. [Video] Presented by Stephanie Brenham (Ubisoft Toronto) and Ihor Szlachtycz (AMD) [6.2MB] | GDC 2022 | 2022 |
FidelityFX Super Resolution 2.0 | GDC 2022. [Video] Presented by Thomas Arcila and Colin Riley (AMD) [1.9MB] | GDC 2022 | 2022 |
A Guided Tour of Blackreef: Rendering Technologies in Deathloop | GDC 2022. [Video] Presented by Gilles Marion (Arkane Studios Lyon) and Lou Kramer (AMD) [8.5MB] | GDC 2022 | 2022 |
AMD RDNA™ 3: Beyond the current gen | Reboot DEVELOPBLUE 2023. Presented by Lou Kramer (AMD) [1.8MB] | Reboot DEVELOPBLUE 2023 | 2023 |
GDC 2023 – Temporal Upscaling Past, Present, and Future | AMD Sponsored Session. Presented by Stephan Hodes (AMD) [2MB] |
GDC 2023 | 2023 |
GDC 2023 – The FidelityFX SDK | AMD Sponsored Session. Presented by Jason Lacroix (AMD) [2MB] |
GDC 2023 | 2023 |
GDC 2023 – Real-time Sparse Distance Fields for Games | AMD Sponsored Session. Presented by Lou Kramer (AMD) [2MB] | GDC 2023 | 2023 |
GDC 2023 – AMD Ryzen Processor Software Optimization | AMD Sponsored Session. Presented by John Hartwig and Ken Mitchell (AMD) [2MB] | GDC 2023 | 2023 |
GDC 2023 – Optimizing Game Performance with the Radeon Developer Tool Suite | AMD Sponsored Session. Presented by Chris Hesik and Can Alper (AMD) [6MB] | GDC 2023 | 2023 |
GDC 2023 – DirectStorage: Optimizing Load-time and Streaming | AMD Sponsored Session. Presented by David Ziman (AMD) [2MB] | GDC 2023 | 2023 |
GDC 2024 – Mesh shaders in AMD RDNA™ 3 architecture | AMD Sponsored Session. Presented by Lou Kramer (AMD) and Max Oberberger (AMD) [2.7MB] |
GDC 2024 | 2024 |
GDC 2024 – High performance rendering in Snowdrop using AMD FidelityFX™ Super Resolution 3 (FSR 3) | AMD Sponsored Session. Presented by Colin Riley (AMD) and Hampus Siversson (Massive Entertainment) [2.8MB] |
GDC 2024 | 2024 |
GDC 2024 – AMD Ryzen™ processor software optimization | AMD Sponsored Session. Presented by Ken Mitchell (AMD) [2.4MB] |
GDC 2024 | 2024 |
GDC 2024 – Global Illumination with AMD FidelityFX™ Brixelizer, plus AMD FidelityFX SDK updates | AMD Sponsored Session. Presented by Dihara Wijetunga (AMD) [6.9MB] |
GDC 2024 | 2024 |
GDC 2024 – Game optimization with the Radeon Developer Tool Suite | AMD Sponsored Session. Presented by Amit Mulay (AMD) and Chris Hesik (AMD) [6.2MB] |
GDC 2024 | 2024 |
GDC 2024 – Introducing GPU Reshape | AMD Sponsored Session. Presented by Miguel Petersen (Striking Distance Studios) [0.7MB] |
GDC 2024 | 2024 |
GDC 2024 – Post-mortem GPU crash analysis with AMD Radeon™ GPU Detective (RGD) | AMD Sponsored Session. Presented by Adam Sawicki (AMD), Amit Mulay (AMD), Marco Bouterse (Nixxes Software) [0.9MB] |
GDC 2024 | 2024 |
Manuals
Browsable software manuals
Looking for something on site at GPUOpen? We currently have the following manuals available, with many more to follow in the near future!
AMD Device Library eXtra – ADLX
AMD Device Library eXtra ADLX Developer Documentation AMD Device Library eXtra (ADLX) is AMD’s application programming interface (API) library for Microsoft Windows® based driver configuration.
OCAT documentation
If you want to know how well a game is performing on your machine in real-time with low overhead, Open Capture and Analysis Tool (OCAT) has you covered. Read the manual here.
Welcome to the AMD FidelityFX SDK – FidelityFX SDK
Welcome to the AMD FidelityFX SDK The FidelityFX SDK is a collection of heavily optimized, open source technologies (shader and runtime code) that can be
While we grow our on site manual collection, you can still find many of our them elsewhere. This table will help you locate the links for manuals for our tools, SDKs, and effects.
All PDF manuals
Title | Description | Category |
---|---|---|
TressFX | The TressFX library is AMD’s hair/fur rendering and simulation technology. TressFX is designed to use the GPU to simulate and render high-quality, realistic hair and fur. | Effect |
FEMFX | FEMFX is a multithreaded CPU library for deformable material physics, using the Finite Element Method (FEM). | Effect |
LiquidVR | LiquidVR provides a Direct3D 11-based interface for applications to get access to the following GPU features regardless of whether a VR device is installed on a system. | Effect |
CAS | Contrast Adaptive Sharpening (CAS) is a low overhead adaptive sharpening algorithm with optional up-sampling. | Effect |
Screen Space Reflections | High-fidelity reflections in your scene, without costing the earth. AMD FidelityFX Stochastic Screen Space Reflections (SSSR) uses your rendered frame to create brilliant reflections. | Effect |
Super Resolution | AMD FidelityFX Super Resolution (FSR) is our open source, high-quality solution for producing high resolution frames from lower resolution inputs. | Effect |
CACAO | AMD FidelityFX Combined Adaptive Compute Ambient Occlusion (CACAO) is an RDNA-optimized implementation of ambient occlusion. | Effect |
Downsampler | AMD FidelityFX Single Pass Downsampler (SPD) provides an RDNA?-optimized solution for generating up to 12 MIP levels of a texture. | Effect |
Parallel Sort | AMD FidelityFX Parallel Sort provides an open source header implementation to easily integrate a highly optimized compute-based radix sort into your game. | Effect |
Luma Preserving Mapper | AMD FidelityFX LPM provides an open source library to easily integrate HDR, and wide gamut tone and gamut mapping into your game. | Effect |
Super Resolution 2 | AMD FidelityFX Super Resolution 2 (FSR 2) is an open source, high-quality solution for producing high resolution frames from lower resolution inputs. | Effect |
Variable Shading | AMD FidelityFX Variable Shading (VS) provides an open source header implementation to easily integrate Variable Rate Shading into your game. The effect works by analyzing luminance variance in the previous frame and uses motion vectors to generate a shading rate image. | Effect |
Denoiser | FidelityFX Denoiser contains a collection of highly optimized denoiser implementations for specific use cases. | Effect |
Radeon Rays | Radeon Rays is a GPU intersection acceleration library with basic support for heterogeneous systems. AMD developed Radeon-Rays to help developers get the most out of AMD GPUs and CPU or APUs, as well as save them from maintaining hardware-dependent code. | SDK |
RapidFire | The RapidFire SDK provides an interface for cloud gaming and virtualization applications to reduce the encoding latency by utilizing AMD FirePro GPUs. | SDK |
AMD GPU Services (AGS) | The AMD GPU Services (AGS) library provides software developers with the ability to query AMD GPU software and hardware state information that is not normally available through standard operating systems or graphics APIs. | SDK |
AMD Display Library (ADL) | The AMD Display Library (ADL) SDK is designed to access display driver functionality for AMD Radeon and AMD FirePro graphics cards. | SDK |
Advanced Media Framework | The Advanced Media Framework SDK provides developers with optimal access to AMD GPUs for multimedia processing. This SDK may be used in developing wireless display, remote desktop, video editing, transcode and playback applications. | SDK |
Cauldron | Cauldron is a framework for rapid prototyping that is used in AMD SDK samples and effects. | SDK |
D3D12 Memory Allocator | The D3D12 Memory Allocator (D3D12MA) is a C++ library that provides a simple and easy-to-integrate API to help you allocate memory for DirectX12 buffers and textures. | SDK |
Vulkan Memory Allocator | The Vulkan Memory Allocator (VMA) library provides a simple and easy to integrate API to help you allocate memory for Vulkan? buffer and image storage. | SDK |
Radeon Developer Panel | The Radeon Developer Panel is part of a suite of tools that can be used by developers to optimize DirectX12 and Vulkan applications for AMD GCN graphics hardware. | Tool |
Radeon GPU Profiler (RGP) | The Radeon GPU Profiler is a performance tool that can be used by developers to optimize DirectX12, Vulkan and OpenCL applications for AMD RDNA and GCN hardware. | Tool |
Radeon GPU Analyzer (RGA) | Radeon GPU Analyzer is an offline compiler and performance analysis tool. This manual covers installing and usage. | Tool |
Open Capture and Analytics Tool (OCAT) | OCAT shows how well a game is performing on your machine in real-time with low overhead. Provides an in-game overlay with the current frame rate to give you an at-a-glance overview of instantaneous performance. | Tool |
True Audio Next | AMD TrueAudio Next is a software development kit for GPU accelerated and multi-core high-performance audio signal processing. These are the build instructions. | Tool |
AMD Radeon ProRender | AMD Radeon ProRender is a powerful physically-based path traced rendering engine that enables creative professionals to produce stunningly photorealistic images. | Tool |
Compressonator | Compressonator is a set of tools to allow artists and developers to more easily work with compressed assets and easily visualize the quality impact of various compression technologies. | Tool |
Just after our ISAs or MES firmware spec?
Our ISA guides are intended for programmers writing application and system software, including operating systems, compilers, loaders, linkers, device drivers, and system utilities.
Micro engine scheduler (MES) firmware is responsible for the scheduling of the graphics and compute work on the AMD RDNA™ 3 GPUs.
Is this you? Then you’ll find what you need related to programming our GPU architectures on this page!
Tutorials and release info more your thing?
While we have shared links to our product manuals below, you may be looking for more of a general guide or how-to for a tool, effect, or SDK, or want to learn about the features in its latest release.
We’ve got a dedicated product blog page here on GPUOpen with a wide range of posts covering the above!
You may also like...
Browse our technical blogs, and find valuable advice on developing with AMD hardware, ray tracing, Vulkan®, DirectX®, Unreal Engine, and lots more.
Browse all our useful samples. Perfect for when you’re needing to get started, want to integrate one of our libraries, and much more.
Words not enough? How about pictures? How about moving pictures? We have some amazing videos to share with you!
The home of great performance and optimization advice for AMD RDNA™ 2 GPUs, AMD Ryzen™ CPUs, and so much more.
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.
Discover our published publications.