@gpuopen@mastodon.gamedev.place
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gpuopen

@gpuopen@mastodon.gamedev.place

Read the latest news from the #GPUOpen team. Discover your best graphics performance by using our #opensource effects, SDKs, tools, and tutorials.

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gpuopen, to random
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🔥 We just updated
Vulkan Memory Allocator (VMA) to v3.1! 🔥

This release gathers fixes and improvements, mostly GitHub issues/PRs, from months of dev on the main branch.

You'll find improved compatibility with various compilers and GPUs, & more 👇

https://gpuopen.com/vulkan-memory-allocator/

gpuopen, to random
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🔥 We've just released a big update to our Suite, inc. several features seen at 🎮

  1. RDP 3.0 has huge UI improvements, detailed logging view, and more: https://gpuopen.com/rdp/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts

  2. RGP 2.1 now has interoperability with RGA for shader analysis: https://gpuopen.com/learn/rgp-2-1-rga-interoperability/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts

3.RGA v2.9.1 simplifies shader compilation: https://gpuopen.com/learn/rga-2-9-1-single-d3d12-shader-compilation/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts

  1. RRA 1.5 ray inspector now displays the ray hierarchy: https://gpuopen.com/radeon-raytracing-analyzer/?utm_source=mastodon&utm_medium=social&utm_campaign=rdts

Lots more info at each link above! 🎉

gpuopen, to gamedev
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✈️ As our amazing presenters head home from another great #GDC, we're sharing more about what they presented to #gamedev there!

Head over to #GPUOpen for our #GDC2024 wrap-up blog, with the decks and videos from our sponsored sessions 🎓

https://gpuopen.com/events/amd-at-gdc-2024/?utm_source=mastodon&utm_medium=social&utm_campaign=gdc24

gpuopen, to random
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Part 4 of our #meshshaders blog series has arrived, to complement our recent #gdc2024 session.

🌿 Learn all about procedural grass rendering in our NEW joint blog with researchers at Coburg University 🌿

https://gpuopen.com/learn/mesh_shaders/mesh_shaders-procedural_grass_rendering/?utm_source=mastodon&utm_medium=social&utm_campaign=meshshaders

gpuopen, to GraphicsProgramming
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🎇 We've integrated glossy reflections rendering into GI-1.1, based on our research "Real-time of Glossy Reflections using Ray Tracing and Two-level Radiance Caching" 🎇

https://gpuopen.com/learn/gi-1-1-glossy-reflection-rendering/?utm_source=mastodon&utm_medium=social&utm_campaign=capsaicin

Our latest blog explains how radiance probes are combined with low-rate, denoised for an efficient, high-quality solution in real-time apps like games.

gpuopen, to GraphicsProgramming
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🚀 Our Microsoft work graphs session just introduced a higher perf alternative to dispatches 👀

New "mesh nodes" make draw calls an integral part of the work graph 📈

🔥 Learn more and watch the demo video now over on :

https://gpuopen.com/learn/gdc-2024-workgraphs-drawcalls/?utm_source=mastodon&utm_medium=social&utm_campaign=workgraphs

gpuopen, to gamedev
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🌉 We are so excited to be at #GDC24 to share our latest news, and help you with your #gamedev 🌉

You can find us:

🎓 Mon - Advanced #Graphics Summit ( #workgraphs )
🎓 Wed - Full day of fantastic #AMD sessions (3001, West Hall)
🎓 Thur - Supporting Microsoft at their State of the Union session

If you're going, we can't wait to see you there!

Find out all the info on our new #GDC preview blog:

https://gpuopen.com/gdc-2024-announce/?utm_source=mastodon&utm_medium=social&utm_campaign=gdc2024

gpuopen, to random
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Introducing Compressonator v4.5! 🎉

New features include:

🗜️Improved BC1-BC5 texture compression with -G
⬇️ average file size reduction 10-15% ⬇️
🗜️New Brotli-G zip packaging feature
🗜️Mipmap changes
🗜️ETC codec fixes

Learn more: https://gpuopen.com/learn/compressonator-v4-5-improved-brotli-g-compression/?utm_source=mastodon&utm_medium=social&utm_campaign=compressonator

gpuopen, to github
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We've got a #raytracing double feature for you today in our latest blog 👇

Firstly, the brand-new v2.2 version of #HIP RT brings support for multi-level instancing, which can help reduce memory requirements of your scenes.

https://gpuopen.com/learn/introducing-hip-rt-v2-2/?utm_source=mastodon&utm_medium=social&utm_campaign=hiprt

Secondly, we're announcing the release of a #HIP port for #PBRT-v4.

The code is now available on #github along with detailed instructions for getting started.

Find it over on GitHub here: https://github.com/GPUOpen-Effects/pbrt-v4

gpuopen, to linux
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AMF v1.4.33 is here! ✨

New features include:

  • Native DirectX12 support for encoding and PreAnalysis
  • Public Vulkan Khronos extensions for decoding
  • AMF on #Linux can now be used with AMD Pro #Vulkan and experimentally with RADV drivers

https://gpuopen.com/advanced-media-framework/?utm_source=mastodon&utm_medium=social&utm_campaign=amf-1-4-33

gpuopen, to opensource
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We are very excited to introduce a new #opensource tool to GPUOpen - #GPU Reshape! 🎉

This long-standing collaboration between @miguel_oenp , Avalanche Studios Group, and #AMD provides on-demand shader instrumentation with instruction-level validation.

This validation includes:

✨ Validation of Resource Bounds
✨ Export Stability (e.g. Inf / NaN)
✨ Descriptors
✨ Concurrency
✨ Initialization

... and more to come.

Check out Miguel's post: https://gpuopen.com/learn/introducing-gpu-reshape-shader-instrumentation-toolset/?utm_source=mastodon&utm_medium=social&utm_campaign=gpureshape

gpuopen, to gamedev
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One of our engineers has written a very handy guide for #gamedev to help with #CPU profiling for #Unity.

This new guide covers:

📈 Key factors for CPU game profiling
📈 Profiling tools and how they can be used
📈 Behind Mono and IL2CPP
📈 Useful links

https://gpuopen.com/learn/unity-cpu-profiling-guide/?utm_source=mastodon&utm_medium=social&utm_campaign=unity

gpuopen, to gamedev
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Here’s another one for your holiday #gamedev reading list 🎁

Have you ever wondered what ‘occupancy’ means? Or how to identify occupancy-limited workloads?

Our new post gives an overview of #occupancy, how to measure it with tools, and ways to improve it.

https://gpuopen.com/learn/occupancy-explained/?utm_source=mastodon&utm_medium=social&utm_campaign=occupancy

gpuopen, to random
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Great news for #gamedevs!

We’re releasing a new blog post series which takes a deep-dive into mesh shaders 🤿

The first post is available now and details the evolution from vertex shader-based to mesh shader-based pipelines.
https://gpuopen.com/learn/mesh-shaders-on-rdna-graphics-cards/?utm_source=mastodon&utm_medium=social&utm_campaign=mesh-shaders-on-rdna

gpuopen, to Amd
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🎵 On the first day of Gamesmas, my sent to me ...

... the first release of ! 🎵

🎁 With a bonus gift of a plugin 🎁

https://gpuopen.com/fsr3-source-available/?utm_source=mastodon&utm_medium=social&utm_campaign=fsr3

gpuopen, to random
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Big tools release today with big updates to the Tool Suite!

A thread 🧵

🎇 RGP is now at v2.0 🎇

There's major changes to the Wavefront Occupancy View UI, as well as other features including:

🕶️ Brand new support.
🧵 Thread divergence monitoring in pipelines.

(1/6 - see the replies for the rest)

https://gpuopen.com/learn/rgp-2-0-customizable-wavefront-occupancy-view-dark-mode/?utm_source=mastodon&utm_medium=social&utm_campaign=rgp

gpuopen,
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Attention @VulkanAPI developers!

New tool GPU Detective (RGD) v1.1 now has support for applications on Windows:

🕵️ Capture crash dumps!
🕵️ Generate crash analysis summary to narrow down the search for the root cause!

Blog:
(2/6)
https://gpuopen.com/learn/rgd-1-1-vulkan-support/?utm_source=mastodon&utm_medium=social&utm_campaign=rgd

gpuopen,
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Radeon #Memory Visualizer (RMV) v1.8 is out now with enhancements to the Resource Usage Size timeline.

The changes to the timeline allow better visualization of overlapped aliased resources.

We’ve included all the details in our handy blog:

(3/6)
https://gpuopen.com/learn/rmv_1_8_improved_resource_usage_size_timeline/?utm_source=mastodon&utm_medium=social&utm_campaign=rmv

gpuopen,
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And we have more…

Radeon GPU Analyzer (RGA) v2.9 is available - with a new Binary Analysis mode 👩‍💻

This mode allows you to visualize the pressure of kernels in pre-compiled binaries.

Check out RGA on !
(4/6)
https://gpuopen.com/rga/?utm_source=mastodon&utm_medium=social&utm_campaign=rga

gpuopen,
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Plus Radeon #Raytracing Analyzer (RRA) v1.4 is also available now!

⚡ This release adds ray direction visualization to the dispatch pane ⚡

Try it out and let us know what you think!

(5/6)
https://gpuopen.com/radeon-raytracing-analyzer/?utm_source=mastodon&utm_medium=social&utm_campaign=rra

gpuopen,
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And finally, an update to GPUPerfAPI to v3.15!

📝 Updated equation for MemUnitBusyCycles
📝 Updated description of LocalVidMemBytes

Plus other updates and fixes - take a look:

(6/6)
https://gpuopen.com/gpuperfapi/?utm_source=mastodon&utm_medium=social&utm_campaign=gpuperfapi

gpuopen, to Amd
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Take a look at the latest version of #AMF (v1.4.32) - our #SDK for optimal access to multimedia processing with #AMD #GPUs

New updates include:

🎞️ New FRC component
🎞️ Improvements and cleanup in sample presenters
🎞️ Updated #FFmpeg to 6.0

https://gpuopen.com/advanced-media-framework/?utm_source=mastodon&utm_medium=social&utm_campaign=amf

gpuopen, to opensource
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🎇 We're very excited today to release an #opensource collaboration system for #openUSD - #AMD Render Studio! 🎇

Plus: a free viewer, and plugins for Autodesk #Maya, #Blender and #Houdini - allowing for live collaboration with #USD files.

Find out more: https://gpuopen.com/learn/introducing-amd-renderstudio/?utm_source=mastodon&utm_medium=social&utm_campaign=prorender

gpuopen, to graphics
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On vacation 🦃 or working 🧑‍💻 this week?

Either way, if you (or someone you know) would like to get started with programming, the Game Engineering team is excited to share their top tips with you 🌟

https://gpuopen.com/learn/how_do_you_become_a_graphics_programmer/?utm_source=mastodon&utm_medium=social&utm_campaign=beginner

We'd love to add your contributions to make the blog even more valuable!

Feel free to DM us, or reply to this post with your top tip for graphics beginners.

If it's accepted, we'll publish it on the blog and credit your handle (after confirming via DM).

gpuopen,
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Thank you everybody for your fantastic contributions! We'll be taking a look through and will be in touch with those we'd like to add to the blog, to confirm you're okay with it 😀

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