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Vulkan Memory Allocator v3.1, with many fixes and improvements, is out now!
VMA V3.1 gathers fixes and improvements, mostly GitHub issues/PRs, including improved compatibility with various compilers and GPUs.
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VMA V3.1 gathers fixes and improvements, mostly GitHub issues/PRs, including improved compatibility with various compilers and GPUs.
Orochi 2.0 has almost exhaustive CUDA/HIP functions, new demos, and multiple other improvements.
This update to our AMD FSR 3 UE5 plugin provides improved UI rendering quality with DX12, improved generation of reactive mask for translucent elements + small bug fixes. FSR 3 source also updated on GitHub.
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.
A repository of AMD Instruction Set Architecture (ISA) and Micro Engine Scheduler (MES) firmware documentation
Brotli-G (v1.1 onwards) now supports pre-conditioning of block compressed textures. Take a look for a quick summary!
This blog discusses various ROCm tools developers can leverage to port existing applications from CUDA to HIP.
This post discusses how to leverage C++17 parallel algorithms on AMD GPUs with HIPSTDPAR
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.
RGP 2.1 adds RGA interoperability, ‘Color by’ modes, and additional customization options. Dive in for all the details!
This first part introduces the concept of affinity and why its important for achieving better performance on AMD GPU nodes
This second part introduces common tools to understand the topology of your system and to control affinity for different applications
This talk describes the mesh shader pipeline and how it maps to the AMD RDNA™ 3 architecture.