Looks like we can now tell you a bit about #AMD #FidelityFX Super Resolution 2.0 🍾
Turns out we can't use our #FSR2 upscaling technology on this tweet to fit it all in, so you'll have to see it on #GPUOpen 🔥🔥
GPUOpen
@GPUOpen
Read the latest news from the #GPUOpen team. Discover your best graphics performance by using our #opensource effects, SDKs, tools, and tutorials.
GPUOpen’s Tweets
In the least surprising twist ever, we can now reveal the REAL title of our upscaling talk at #GDC2022:
#FidelityFX Super Resolution 2.0: Mar 23 10.30am PT.
Don't forget - all the videos, including this #FSR2 one, will be available on #GPUOpen Mar 24th!
schedule.gdconf.com/session/next-g
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We're excited to have worked alongside to integrate AMD FidelityFX Super Resolution 2.0 into DEATHLOOP.
Get an early preview of the feature below!
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AMD FidelityFX Super Resolution 2.0 (#FSR 2.0) is in the works, with an incredible upgrade to visual quality thanks to temporal upscaling, optimized high-quality anti-aliasing, and a bit of engineering magic.
You can see a first look of FSR 2.0 in @DEATHLOOP in our latest blog.
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I mean we tried our best to help with the leaks 🕵️
F or all image quality...
S ee for yourself our...
R eserve your place...
2 3 Mar 10.30...
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For all image quality & performance lovers out there! See for yourself our latest advances in image upscaling tech at @domipheus & Thomas Arcila's session: “Next-Generation Image Upscaling for Games” at #GDC 2022. Reserve your place! 23 Mar 10.30am PT. schedule.gdconf.com/session/next-g
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Our raytracing framework running on the new Samsung S22 Xclipse GPUs (Navi 2 based). \o/
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We're delighted to be supporting with their release of #DirectStorage.
The DirectStorage SDK offers a number of powerful features to improve I/O performance and minimize load times in games.
Read about it in our latest blog post on GPUOpen:
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For all image quality & performance lovers out there! See for yourself our latest advances in image upscaling tech at & Thomas Arcila's session: “Next-Generation Image Upscaling for Games” at #GDC 2022. Reserve your place! 23 Mar 10.30am PT. schedule.gdconf.com/session/next-g
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Ever wondered how #FidelityFX effects are integrated in AAA games?
One of our #GDC Sponsored Sessions covers our work with on their latest game Forspoken, including how they used #DirectStorage.
Tune in 5pm PT March 23rd!
schedule.gdconf.com/session/breaki
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Any fans out there?🧐
Our #GDC Sponsored Session A guided tour of Blackreef: rendering technologies in Deathloop covers our work with to add FidelityFX effects and other optimizations to the Void engine.
Tune in 9am PT March 23rd!
schedule.gdconf.com/session/a-guid
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At the #GDC Advanced Graphics Summit this year we've got a fantastic talk on our upcoming cross-platform SDK: Render Pipeline Shaders.
RPS brings the power and elegance of graphs to renderers built for explicit APIs.
Tune in 4:40pm PT March 21st for more!
schedule.gdconf.com/session/advanc
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Reflecting on how to improve #raytracing performance in your game?
Don't miss our #GDC Sponsored Session with . We collaborated to optimize hybrid raytraced reflections in #FarCry6 for a wide range of GPUs.
Tune in 12:30pm PT March 23rd!
schedule.gdconf.com/session/perfor
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Want to have a volumetric effect but building a data structure for volume sampling is sometimes too much. Better sampling without data structure.
"Stochastic Light Culling for Single Scattering in Participating Media" gpuopen.com/download/publi
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Improving #raytracing performance in games can be hard! Chris Hesik and Can Alper are here to help with our #GDC Sponsored Session:
"Ray Tracing Performance Revealed. How to optimize your game with the Developer Tool Suite"
Watch 2pm PT Mar 23!
schedule.gdconf.com/session/ray-tr
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Have you ever wanted to find out more about writing highly optimized software for processors?
Then don't miss Ken Mitchell's #GDC Sponsored Session on AMD Ryzen™ Processor Software Optimization!
Tune in 3:30pm PT March 23rd to find out more.
schedule.gdconf.com/session/amd-ry
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It's almost #GDC time again🎉🎉
This year we've got a whole host of exciting talks on a variety of topics for you to enjoy, including GDC Sponsored Sessions and GPUOpen Developer Videos.
Check out our GDC blog post for more info on everything we're up to.
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📢 JOB OPPORTUNITY📢 Remote possible!
My team at is looking for a Senior Rendering Engineer. Come help us build great visual tech and enable our artists and designers to create a stunning #StarWars experience.
RTs appreciated! 🙏 #gamedevjobs
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Making true on my promise, today I open-source my RawPDB library for reading Program Debug Database PDB files without DIA: github.com/MolecularMatte
Play around with it, share it, let me know what you think! I'm incredibly happy to finally get this into your hands. #cpp
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I know I complain a lot about how things are slow and could be much better, so in an effort to improve this, I will open source my custom PDB reading code for everybody to use, once it ships to Live++ customers and gets *thorough* testing.
It runs circles around the DIA SDK. #cpp
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Many programmers have asked me how to learn writing fast modern low level graphics code and build a mental model of the GPU execution.
Found this excellent blog post by when I was searching random Vulkan stuff. It's a very good starting point.
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The Khronos Group released the Vulkan 1.3 specification today, incorporating and mandating proven, developer-requested extensions, as well as a public roadmap and profiles. Learn more: khr.io/xj
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Finally, to complete this Developer Tool Suite release, we've got a new version of Memory Visualizer.
RMV v1.3 adds resource naming support for applications making it easier to find where resources are being allocated in code (3/3) #rmv
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How's your 2022 going?
Fancy a change or a clean break?
Why not come and work with the wonderful folk at Assemble Technology!
We're a UK based tech team supporting several game studios and always looking for more good* tech programmers to join us.
assembletechnology.io
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Get the performance powerup of #FSR in your favorite games, directly built-in to Radeon Software. Radeon Super Resolution is coming to your Radeon driver, on any compatible game.
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Happy New Year and welcome to 2022! We are kicking off the year with lots of new tech - hope you will join us for our #AMD2022 Product Premiere on January 4th at 7am PT: bit.ly/3F3f8F3
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After only six months of #FSR, 70+ available and coming soon titles is no small feat.
Read more about how FSR became the fastest adopted software gaming tech in AMD history: community.amd.com/t5/gaming/amd-
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A holiday treat when you #GameOnAMD: #FSR is available in 70+ current (and coming soon) games! 




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Exciting updates for AMD Radeon #ProRender!
We’ve just released updated #openUSD plug-ins for and , which feature our new “interactive” rendering mode. We've also launched a free #MaterialX-based materials library.
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The new AMD #ProRender SDK is available now!
We’ve added:
-a new -based #rendering backend
-simplified volumes for fog and light shaft rendering
-a cutting plane feature
-a whole heap of new SDK tutorials.
Why not take a look?
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We've just published a new code sample showing how you can mix ray-traced and rasterized reflections in a nice high quality, high perf way 🔥
It integrates SSSR, #FSR, and our denoiser too - check it out now! 👇👇
#raytracing #gamedev
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We also published a tech report to improve many light sampling, which greatly improves the quality of initial candidate samples using stochastic light culling. #graphics #raytracing
You can find it, and our other papers, on our new publications page:
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We are excited to present these three #raytracing papers at #SIGGRAPHAsia2021 this month!
You can find them now over on our brand new publications page here:
gpuopen.com/learn/publicat
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Today, 3December 2021, Blender Foundation announces the release of Blender 3.0, to mark the beginning of a new era for open source 2D/3D content creation. youtu.be/QRqY_20ti9A #b3d
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If you’re a #profiling newbie and a bit confused about all the information you’re getting from your profiling tools, why not check out our latest blog on understanding graphs in GPU Profiler and GPUView? gpuopen.com/learn/understa
#devtools #gamedev
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Check out this new Vulkan sample demonstrating the dynamic rendering extension to streamline render passes and avoid the requirement of render pass objects
github.com/KhronosGroup/V
#programming #API
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