Radeon GPU Profiler 1.5.1
Radeon GPU Profiler 1.5 We previewed the main RGP 1.5 features at GDC 2019 late last month, but didn’t set the release free because it …
Radeon GPU Profiler 1.5 We previewed the main RGP 1.5 features at GDC 2019 late last month, but didn’t set the release free because it …
Introduction This is part 2 of a series of posts on AMD FreeSync™ 2 HDR Technology (FreeSync 2 hereafter!). The first post covered color spaces …
If you weren’t able to attend GDC this year to catch the Advanced Graphics Techniques Tutorial Day and our Sponsored Sessions in person, or you …
Introduction This is going to be the first in a series of 4 blog posts covering different topics related to AMD FreeSync™ 2 HDR Technology …
OCAT is our open source capture and analytics tool, designed to help game developers and performance analysts dig into the details of how the GPU …
Radeon GPU Analyzer (RGA) is our offline compiler and integrated code analysis tool, supporting the high-level shading and kernel languages that are consumed by DirectX® …
San Francisco is the destination for the Game Developers Conference again in 2019, hosting our fine industry at the Moscone Center, March 19th to 23rd. …
Introduction Vulkan Memory Allocator (VMA) is our single-header STB-like library for easily and efficiently managing memory allocation for your Vulkan games and applications. The last …
Foreword This is a guest post from Sebastian Aaltonen, co-founder of Second Order and previously senior rendering lead at Ubisoft®. Second Order published their first …
OCAT is our open source capture and analytics tool, designed to help game developers and performance analysts dig into the details of how the GPU …
Radeon GPU Profiler 1.4 While the G in GPU stands for graphics, there are also popular SIMD programming models and associated APIs that map well …
The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …
We are excited to announce the release of Compressonator v3.1! This version contains several new features and optimizations, including new installers for the SDK, CLI and …
Organised by the fine folks at Wargaming, the 4C conference was held in Prague over 2 days in early October this year, bringing attendees and …
Radeon GPU Profiler 1.3.1 RGP 1.3.1 is a hotfix release to keep compatibility with an upcoming Radeon Adrenalin Edition graphics driver. That driver descends from …
OCAT, our open source capture and analytics tool, has come a really long way since the 1.1 release around this time last year. The focus …
Introduction We released Vulkan Memory Allocator 1.0 (VMA) back in July last year, but we’ve been remiss in posting about the progress of the library …
Radeon GPU Profiler 1.3 First, happy birthday to RGP! We released 1.0 publicly almost exactly a year ago at the time of writing, something I’ve …
There are traditionally just two hard problems in computer science — naming things, cache invalidation, and off-by-1 errors — but I’ve long thought that there …
Adam Sawicki, a member of AMD RTG’s Game Engineering team, has spent the best part of a year assisting one of the world’s biggest game …
If you’ve ever heard the term “context roll” in the context of AMD GPUs — I’ll do that a lot in this post, sorry in …
Microsoft PIX is the premiere integrated performance tuning and debugging tool for Windows game developers using DirectX 12. PIX enables developers to debug and analyze …
With GDC 2018 done and dusted, we thought it’d be valuable to reemphasise that all of the presented content from the Advanced Graphics Techniques Tutorial …
The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …
Radeon GPU Profiler 1.2 At GDC 2018 we talked about a new version of RGP that would interoperate with RenderDoc, allowing the two tools to …
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 …
We have posted the version 1.2 update to the TrueAudio Next open-source library to Github. It is available here. This update has a number of …
Vulkan™ is designed to have significantly smaller CPU overhead compared to other APIs like OpenGL®. This is achieved by various means – the API is …
Introduction 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 …
Real Time Ray Tracing was one of the hottest topics last week at GDC 2018. In this presentation, AMD Software Development Engineer and architect of Radeon …
The level of visual detail required of CAD models for the automotive industry or the most advanced film VFX requires a level of visual accuracy …
If you’re into the state of the art in games, especially real-time gaming graphics, your eyes will undoubtedly be on Moscone Center in San Francisco, …
The long wait is over. The GPU processing power of TrueAudio Next (TAN) has now been integrated into Steam Audio from Valve (Beta 13 release). …
Radeon GPU Profiler 1.1.1 With GDC 2018 getting ever closer, we wanted to get one last minor release of RGP out before things get hectic …
Radeon GPU Profiler 1.1.0 It feels like just last week that we released Radeon GPU Profiler (RGP) 1.0.3 but my calendar says almost 2 months …
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
We are excited to announce the release of Compressonator V2.7! This version contains several new features and optimizations, including: Cross Platform Support Due to popular demand, …
Radeon GPU Profiler 1.0.3 A couple of months on from the release of 1.0.2, we’ve fully baked and sliced 1.0.3 for your low-level DX12- and …
The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …
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. …
The AMD GCN Vulkan extensions allow developers to get access to some additional functionalities offered by the GCN architecture which are not currently exposed in the Vulkan API. One of these is the ability to access the barycentric coordinates at the fragment-shader level.
Thanks (again!) Before we dive into a run over the release notes for the 1.0.2 release of Radeon GPU Profiler, we’d like to thank everyone …
Understanding the instruction-level capabilities of any processor is a worthwhile endeavour for any developer writing code for it, even if the instructions that get executed …
An important part of learning the Vulkan API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another.
Summary In this blog post we are announcing the open-source availability of the Radeon™ ProRender renderer, an implementation of the Radeon ProRender API. We will give …
Introduction and thanks Effective GPU performance analysis is a more complex proposition for developers today than it ever has been, especially given developments in how …
TressFX 4 introduces a number of improvements. This blog post focuses on three of these, all of which are tied to simulation: Bone-based skinning Signed distance …
Full application control over GPU memory is one of the major differentiating features of the newer explicit graphics APIs such as Vulkan® and Direct3D® 12. …
We are excited to announce the release of Compressonator V2.6. This version contains several new features and optimizations, including: Adaptive Format Conversion for general transcoding operations …
When getting a new piece of hardware, the first step is to install the driver. You can see how to install them for the Radeon …
In this blog we will go through the installation process of the driver for your new Radeon Vega Frontier card. We will go through the …
When using a compute shader, it is important to consider the impact of thread group size on performance. Limited register space, memory latency and SIMD occupancy each affect shader performance in different ways. This article discusses potential performance issues, and techniques and optimizations that can dramatically increase performance if correctly applied.
The AMD Developer Tools team is thrilled to announce the availability of the AMD plugin for Microsoft’s PIX for Windows tool. PIX is a performance …
A new version of the CodeXL open-source developer tool is out! Here are the major new features in this release: CPU Profiling Support for AMD …
When it comes to multi-GPU (mGPU), most developers immediately think of complicated Crossfire setups with two or more GPUs and how to make their game …
Introduction Shortly after our Capsaicin and Cream event at GDC this year where we unveiled Radeon RX Vega, we hosted a developer-focused event designed to …
BC6 HDR Compression The BC6H codec has been improved and now offers better quality then previous releases, along with support for both 16 bit Half …
This article explains how to use Radeon GPU Analyzer (RGA) to produce a live VGPR analysis report for your shaders and kernels. Basic RGA usage …
I’m Mike Schmit, Director of Software Engineering with the Radeon Technologies Group at AMD. I’m leading the development of a new open-source 360-degree video-stitching framework …
AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library AMD’s MultiView Rendering feature reduces the number of duplicated object draw …
In 2016, AMD brought TrueAudio Next to GameSoundCon. GameSoundCon was held Sept 27-28 at the Millennium Biltmore Hotel in Los Angeles. GameSoundCon caters to game …
Budgeting, measuring and debugging video memory usage is essential for the successful release of game titles on Windows. As a developer, this can be efficiently achieved with the …
Another year, another Game Developer Conference! GDC is held earlier this year (27 February – 3 March 2017) which is leaving even less time for …
With the launch of AGS 5.0 developers now have access to the shader compiler control API. Here’s a quick summary of the how and why…. Background …
There are many games out there taking place in vast environments. The basic building block of every environment is height-field based terrain – there’s no …
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to …
Summary Many Gaming and workstation laptops are available with both (1) integrated power saving and (2) discrete high performance graphics devices. Unfortunately, 3D intensive application …
This post is taking a look at some of the interesting bits of helping id Software with their DOOM® Vulkan™ effort, from the perspective of …
This blog is guest authored by Croteam developer Karlo Jez and he will be giving us a detailed look at how Affinity Multi-GPU support was …
When opening a 64-bit crash dump you will find that you will not necessarily get a sensible call stack. This is because 64-bit crash dumps …
Vulkan™’s barrier system is unique as it not only requires you to provide what resources are transitioning, but also specify a source and destination pipeline …
This is the third post in the follow up series to my prior GDC talk on Variable Dynamic Range. Prior posts covered dithering, today’s topic …
Virtual desktop infrastructure systems and cloud gaming are increasingly gaining popularity thanks to an ever more improved internet infrastructure. This gives more flexibility to the …
As noted in my previous blog, new innovations in virtual reality have spearheaded a renewed interest in audio processing, and many new as well as …
This week marks the last in the series of our regular Warhammer Wednesday blog posts. We’d like to extent our thanks to Creative Assembly’s Lead …
Audio Must be Consistent With What You See Virtual reality demands a new way of thinking about audio processing. In the many years of history …
Happy Warhammer Wednesday! This week Creative Assembly’s Lead Graphics Programmer Tamas Rabel talks about how Total War: Warhammer utilized asynchronous compute to extract some extra …
It’s Wednesday, so we’re continuing with our series on Total War: Warhammer. Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought …
A new release of the CodeXL open-source developer tool is out! Here’s the hot new stuff in this release: New platforms support Support Linux systems …
We’re back again on this fine Warhammer Wednesday with more from Tamas Rabel, Lead Graphics Programmer on the Total War series. In last week’s post …
For the next few weeks we’ll be having a regular feature on GPUOpen that we’ve affectionately dubbed “Warhammer Wednesdays”. We’re extremely lucky to have Tamas Rabel, …
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: object …
EDIT: 2016/08/08 – Added section on Targeting Low-Memory GPUs This post serves as a guide on how to best use the various Memory Heaps and …
Before Direct3D® 12 and Vulkan™, resources were bound to shaders through a “slot” system. Some of you might remember when hardware did have only very …
Multi-GPU systems are much more common than you might think. Most of the time, when someone mentions mGPU, you think about high-end gaming machines with …
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 …
Prior to explicit graphics APIs a lot of draw-time validation was performed to ensure that resources were synchronized and everything set up correctly. A side-effect of this robustness …
Direct3D® 12 and Vulkan™ significantly reduce CPU overhead and provide new tools to better use the GPU. For instance, one common use case for the …
As promised, we’re back and today I’m going to cover how to get resources to and from the GPU. In the last post, we learned …
A new CodeXL release is out! For the first time the AMD Developer Tools group worked on this release on the CodeXL GitHub public repository, …
Today, we are excited to announce that we are releasing an update for ShadowFX that adds support for DirectX® 12. Features Different shadowing modes Union of …
Achieving high performance from your Graphics or GPU Compute applications can sometimes be a difficult task. There are many things that a shader or kernel …
The GCN architecture contains a lot of functionality in the shader cores which is not currently exposed in current APIs like Vulkan™ or Direct3D® 12. One …
A Complete Tool to Transform Your Desktop Appearance After introducing our Display Output Post Processing (DOPP) technology, we are introducing a new tool to change …
Compaction is a basic building block of many algorithms – for instance, filtering out invisible triangles as seen in Optimizing the Graphics Pipeline with Compute. …
We are releasing TressFX 3.1. Our biggest update in this release is a new order-independent transparency (OIT) option we call “ShortCut”. We’ve also addressed some of …
Today’s update for GeometryFX introduces cluster culling. Previously, GeometryFX worked on a per-triangle level only. With cluster culling, GeometryFX is able to reject large chunks …
Full-speed, out-of-order rasterization If you’re familiar with graphics APIs, you’re certainly aware of the API ordering guarantees. At their core, these guarantees mean that if …
A New Milestone After the success of the first version, FireRays is moving to another major milestone. We are open sourcing the entire library which …
Last week, we organized a two hours-long talk at University of Lodz in Poland where we discussed the most common mistakes we come across in Vulkan applications. Dominik Witczak, …
We are very pleased to be announcing that AMD is open-sourcing one of our most popular tools and SDKs. Compressonator (previously released as AMD Compress …
Gaming at optimal performance and quality at high screen resolutions can sometimes be a demanding task for a single GPU. 4K monitors are becoming mainstream and gamers …
If you have supported Crossfire™ or Eyefinity™ in your previous titles, then you have probably already used our AMD GPU Services (AGS) library. A lot of …
Resource creation and management has changed dramatically in Direct3D® and Vulkan™ compared to previous APIs. In older APIs, memory is managed transparently by the driver. …
CodeXL major release 2.0 is out! It is chock-full of new features and a drastic change in the CodeXL development model: CodeXL is now open …
The prior post in this series established a base technique for adding grain, and now this post is going to look at very subtle changes to …
Welcome back to our performance & optimization series. Today, we’ll be looking more closely at shaders. On the surface, it may look as if they …
This is the first of a series of posts expanding on the ideas presented at GDC in the Advanced Techniques and Optimization of VDR Color …
The Game Developer Conference 2016 was an event of epic proportions. Presentations, tutorials, round-tables, and the show floor are only one part of the story …
This post describes how GCN hardware coalesces memory operations to minimize traffic throughout the memory hierarchy. The post uses the term “invocation” to describe one …
Bandwidth is always a scarce resource on a GPU. On one hand, hardware has made dramatic improvements with the introduction of ever faster memory standards …
Vulkan™ provides unprecedented control to developers over generating graphics and compute workloads for a wide range of hardware, from tiny embedded processors to high-end workstation GPUs with wildly different …
The Game Developer Conference 2016 (GDC16) is held March 14-18 in the Moscone Center in San Francisco. This is the most important event for game developers, …
Welcome back to our DX12 series! Let’s dive into one of the hottest topics right away: synchronization, that is, barriers and fences! Barriers A barrier is …
Vulkan™ is a high performance, low overhead graphics API designed to allow advanced applications to drive modern GPUs to their fullest capacity. Where traditional APIs …
Imagine that you were asked one day to design an API with bleeding-edge graphics hardware in mind. It would need to be as efficient as …
Hello and welcome to our series of blog posts covering performance advice for Direct3D® 12 & Vulkan™. You may have seen the #DX12PerfTweets on Twitter, and …
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 …
I have met enough game developers in my professional life to know that these guys are among the smartest people on the planet. Those particular individuals will go …
About CodeXL Analyzer CLI CodeXL Analyzer CLI is an offline compiler and performance analysis tool for OpenCL™ kernels, DirectX® shaders and OpenGL® shaders. Using CodeXL …
GPU PerfStudio supports DirectX® 12 on Windows® 10 PCs. The current tool set for DirectX 12 comprises of an API Trace, a new GPU Trace …
Today we’re going to take a look at how asynchronous compute can help you to get the maximum out of a GPU. I’ll be explaining …
What’s New With the recent adoption of new APIs such as DirectX® 12 and Vulkan™, we are seeing renewed interest in an older tool. AMD …
A typical problem with MSAA Resolve mixed with HDR is that a single sample with a large HDR value can over-power all other samples, resulting …
If you’re into the state of the art in games, especially real-time gaming graphics, your eyes will undoubtedly be on Moscone Center in San Francisco, March 19th to 23rd. It’s the Game Developers Conference again and AMD will be there presenting, meeting devs, wandering the expo floor and talking to anyone interested in making great games, especially on PC.
On the presentation side, a number of AMD folks will be talking this year, along with some very special invited guests. Along with our friends at NVIDIA, we’ve helped to organise the Advanced Graphics Techniques Tutorial Day again on Monday 19th March, in room 3020, Moscone West. The format has changed a little this year to help us get a more varied content lineup in place, and we’re very pleased with how that’s turned out. More on that below.
In addition to the Tutorial Day content, AMD folks are also presenting several sessions elsewhere at the conference, both at the Khronos Dev Day event — also on Monday 19th — and as part of the sponsored sessions on Wednesday 21st. Let’s dig in to the detail of what’s happening on the Tutorial Day first.
Two gents named Max — McMullen from Microsoft, and Aizenshtein from Futuremark — will kick off the Tutorial Day with a talk on forward-looking techniques for accurate real-time reflections. It’s one of the more difficult real-time effects to get right in a modern renderer, especially in a way that’s robust. This talk will advance the state of the art.
This year we’ve invited Sebastian Aaltonen from Second Order to talk about the incredibly novel ray-tracing and GPU-based simulation technology for Second Order’s first game, Claybook. The talk will cover the ray-traced visuals, how the clay fluid simulation happens entirely on the GPU, optimisation, and how the technology was integrated into Unreal Engine 4. It’s — in my opinion anyway — one of the best talks on the entire GDC roster this year, so don’t miss it.
Our own Adam Sawicki, part of the Game Engineering team here at RTG, and author of the very popular Vulkan Memory Allocator library, has a 30 minute session to teach you about effective and efficient memory allocation in both Vulkan™ and DirectX® 12.
We’ve also got Ubisoft’s Branislav “Bane” Grujic on the Tutorial Day roster. He joins AMD’s Cristian Cutocheras in talking about the technologies behind the water rendering system in Far Cry 5. The water system is a highly-integrated piece of technology that affects a bunch of the in-game and rendering systems. The talk will cover the new innovations, the technical implementation, and the challenges in optimising it for high performance.
NVIDIA have invited the fine folks at Remedy to talk about the latest implementations of some key advanced graphics techniques in Northlight, Remedy’s excellent engine. Remedy have always pushed the boundaries of what’s possible on both PC and console — go play Quantum Break if you don’t believe me — so there’ll be plenty to look forward to in Tatu’s talk.
Finally, Alen Ladavac, CTO at Croteam — Serious Sam, The Talos Principle — will talk about GPU frame delivery and pacing. Short frame times aren’t holy grail of performance; you also need to present them to the display at the right cadence so the framerate doesn’t appear to stutter, even on single GPUs. Alen will walk you through the history of the problem, the underlying issues, and prototype methods to help you address it.
AMD folks will also be at the Khronos Developer Day, held on March 19th in room 3022, Moscone West. Dave Wilkinson, part of AMD RTG’s Game Engineering team, will be part of the all-star cast of ecosystem folks talking about WebGL and glTF in the opening 10am session. Dave will be talking about glTF and AMD’s latest work on the format. There’s a lot that’s happened in the world of glTF in the last year or so, so check that out if you can.
Matthaeus Chajdas will be on stage with Hai Nguyen (Google) and Greg Fisher (LunarG) later in the day to talk about the state of HLSL and how it applies to the Vulkan ecosystem. It’s been a challenging year for those trying to get a HLSL-based shader system to work with Vulkan, so Matthaeus, Hai and Greg will talk you through how it’s matured recently (including DXC!), recent developments in tooling and shader compilation, and some tips and tricks on getting it working in your own engine.
Lastly, Matthaeus will also be part of a panel chaired by Samsung’s Alon Or-bach on using Vulkan in the real world. The assembled panelists will discuss how hard it really is to get started with Vulkan, what the payoff is if you stick with it, and their own real-world experiences using it. Pro-tip: Roblox’s Arseny Kapoulkine will be part of the panel. Roblox recently shipped an update to the game that uses Vulkan on all supported platforms, including on Android, so he has some of the best real-world experience with the API in the industry today, shipping successfully on millions of diverse clients.
Last but not least, we’re also presenting some of the bigger sponsored sessions this year. All of them happen on March 21st (Wednesday) in room 3014 in Moscone West. Game Engineering’s Ken Mitchell and Elliot Kim have a 60 minute slot on optimising for Ryzen™ family CPUs and APUs. You’ll learn about Zen-based products, upcoming next-gen Ryzen processors, profiling tools, tips and tricks, and more. If you need to understand how to get the best out of Ryzen, which of course you do, you need to go see that talk.
Zheng Qiqiang from Netease, one of our awesome software partners, and Sean Skelton from our Immersive Technology team, have a talk on how Netease modified our TressFX open source rendering library to support curly hair! The talk will show you how to create layered curls that react naturally to its character’s movements or stimulus from the environment. The demo is awesome.
Next, one of my favourites and one I hope to catch myself. We’ve long championed using Radeon Graphics Profiler (RGP) and RenderDoc together. RenderDoc’s creator, Baldur Karlsson, joins AMD’s Gordon Selley, Navin Patel, Herb Marselas and Budi Purnomo to show you how in practice. AMD and Baldur have been working to make the interop between the two tools as compelling as possible. Both tools will see new releases at GDC that enhance the collaborateive toolchain aspects of each tool. Not to be missed. Seriously.
Then we have Jason Stewart (AMD) and Rolando Caloca from Epic presenting on how to use RGP to profile and optimise a game. Rolando’s employer should give you a hint as to the engine technology behind what you’ll see them work on live on stage. They’ll dig into its Vulkan renderer to show you how RGP can be used to improve graphics and compute workloads by understanding exactly what’s happening on the GPU.
Takahiro Harada, part of AMD’s professional graphics research team, is the architect of AMD’s ProRender global illumination renderer. Harada-san will show you how use our open source professional rendering libraries, like ProRender and Radeon Rays, in your rendering application, helping you to apply the key technologies in our professional rendering ecosystem to solve certain key rendering problems.
Last, but absolutely by no means least, Timothy Lottes, one of our Game Engineering architects, will dive deep into a profile- and trace-guided optimisation session for AMD GPUs. If you want to understand some of the real low-level magic involved in truly optimising your renderer for peak performance on our GPUs, including non-obvious and non-trivial uses cases, this session is for you. You’ll walk away with new strategies for optimising GPU usage that you’d never considered before.
Here’s the full session list, broken down by session type.
Session | Speaker | Room | Day/Time | Link |
---|---|---|---|---|
New Techniques for Accurate Real-Time Reflections | Max McMullen (Microsoft), Max Aizenshtein (Futuremark) | Room 3020, Moscone West | Monday 10:00-10:30 |
Link |
Memory management in Vulkan and DX12 | Adam Sawicki (AMD) | Room 3020, Moscone West | Monday 10:30-11:00 |
Link |
The Latest Graphics Technology in Remedy’s Northlight Engine | Tatu Aalto (Remedy) | Room 3020, Moscone West | Monday 11:20-12:20 |
Link |
GPU-based clay simulation and ray-tracing tech in Claybook | Sebastian Aaltonen (Second Order) | Room 3020, Moscone West | Monday 13:20-14:20 |
Link |
The Elusive Frame Timing: A Case Study for Smoothness Over Speed | Alen Ladavac (Croteam) | Room 3020, Moscone West | Monday 14:40-15:40 |
Link |
Water rendering in Far Cry 5 | Bane Grujic (Ubisoft), Cristian Cutocheras (AMD) | Room 3020, Moscone West | Monday 16:00-17:00 |
Link |
Session | Speaker | Room | Day/Time | Link |
---|---|---|---|---|
WebGL and glTF | Many! | Room 3022, Moscone West | Monday 10:00-11:20 |
|
HLSL in Vulkan: There and back again | Matthaeus Chajdas (AMD), Hai Nguyen (Google), Greg Fisher (LunarG) | Room 3022, Moscone West | Monday 14:40-16:00 |
|
Getting explicit: How hard is Vulkan really? | Dustin Land (id), Arseny Kapoulkine (Roblox), Matthaeus Chajdas (AMD) | Room 3022, Moscone West | Monday 17:30-end |
Session | Speaker | Room | Day/Time | Link |
---|---|---|---|---|
Real-time ray-tracing techniques for integration into existing renderers | Takahiro Harada | Room 3014, Moscone West | Wednesday 09:30-10:30 |
Link |
The Art of Profiling – Radeon GPU Profiler & RenderDoc | Gordon Selley (AMD), Baldur Karlsson (RenderDoc), Navin Patel (AMD), Herb Marselas (AMD), Budi Purnomo (AMD) | Room 3014, Moscone West | Wednesday 11:00-12:00 |
Link |
Simulating and Rendering Physically-Realistic Curly Hair | Zheng Qiqiang (Netease), Sean Skelton (AMD) | Room 3014, Moscone West | Wednesday 12:45-13:45 |
Link |
Taking the Red Pill – Using Radeon GPU Profiler to look inside your game | Jason Stewart (AMD), Rolando Caloca (Epic) | Room 3014, Moscone West | Wednesday 14:00-15:00 |
Link |
Engine Optimization Hot Lap | Timothy Lottes | Room 3014, Moscone West | Wednesday 15:30-16:30 |
Link |
Optimizing for the AMD Ryzen™ family of CPU and APU processors | Ken Mitchell (AMD), Elliot Kim (AMD) | Room 3014, Moscone West | Wednesday 17:00-18:00 |
Link |
Which talks will be recorded? I was frustrated and disappointed last year that I couldn’t attend Tomothy Lottes’ talk and it did not appear on the vault afterwards.
When are you going to rewrite TressFX to actually open standarts such as OpenCL and shader part to OpenGL/Vulkan instead of using proprietary DirectCompute and HLSL?
Because at this point saying that TressFX is opened when it relies on Microsoft only technologies is outright lying to us. Its no different from Nvidia’s approach, its just they lock to their hardware and you lock to OS.
Hi guessi,
Great question and one we definitely should address. While you’re right that the released implementation of TressFX uses HLSL and DirectCompute, the source code is freely available and could be used to port to other APIs without any restriction, which is a critical difference between what we release on GPUOpen, and what you can get from other places.
That said, we realise that supporting other ecosystems is very important, and so we’re exploring bringing TressFX to other graphics platforms. I can’t commit to any timeline yet.
Hi Rys,
Please TressFX “Unreal Engine 4” official integration.
We want to use TressFX with PS4 & XB1.
Unofficial version.
https://github.com/lion03/UE4-K4W-Plugin/tree/TressFX-4.19
I really enjoyed the talk ‘Optimizing for the AMD Ryzen family of CPU and APU processors’ and was hoping to go over the slides or re-watch the presentation if it was recorded. Will this and the other presentations be released soon? I can’t find it on gdcvault.