PRESS RELEASE
Today at GDC, AMD announced widened support for Radeon Rays with Unity Lightmapper. Its open-source, high efficiency, high performance GPU-accelerated ray tracing software helps game developers to achieve higher visual quality and stunningly photorealistic 3D images in real-time.
Radeon ProRender now supports real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization-based rendering, to combine the value of ray tracing with the interactivity of rasterization.
For gaming, ray tracing is in its early stages. For professional applications, however, real-time ray tracing is a well-established rendering technique. Today, AMD is announcing ProRender support for real-time GPU acceleration of ray tracing techniques mixed with traditional rasterization based rendering. Now built on Vulkan, ProRender is continuing to enable developers to deliver interactive photorealistic graphics. We are actively engaging with professional developers to make real-time visualization a reality.
To find out more, please read our blog here: http://gpuopen.staging.wpengine.com/announcing-real-time-ray-tracing/
For More information on Real Time Ray Tracing, check out the following video:
AMD also discussed new technologies and partnerships to help developers squeeze more performance from their hardware and optimize for low-level APIs, including:
Introducing Radeon GPU Profiler 1.2: AMD released the next iteration of its ground-breaking low-level optimization developer tool, Radeon GPU Profiler (RGP) 1.2, bringing compatibility with RenderDoc, integrated frame debugging and profiling, barrier reason codes and improved frame overview. With RGP 1.2, developers can also generate RGP profiles from RenderDoc replays, select events in RGP and view them in RenderDoc, or vice versa.
Radeon GPU Profiler is the first PC graphics tool which allows for low level, built-in hardware thread tracing and provides detailed timing and occupancy information on Radeon GPUs. The release of Radeon™ GPU Profiler 1.2 brings exciting new features including: RenderDoc interop, detailed barrier codes and improved frame overview.
For More information on Radeon GPU profiler, check out the following video:
Support for the new Vulkan 1.1: AMD worked closely with The Khronos Group for the release of Vulkan 1.1 to develop a conformant driver. This major upgrade to the API will delight the existing Vulkan community and continue to broaden the user base. Any AMD APU or Radeon GPU based on the Graphics Core Next (GCN) architecture is already Vulkan-compliant.
Compressonator 3.0 from AMD which allows designers to compress both 2D textures and 3D meshes in one simple UI. Compressonator supports all common file formats and codecs and can display compressed 3D models in DX12, Vulkan and OpenGL. Compressonator also allows in-depth customization of individual assets or batch compression of multiple assets. Users can visually and analytically compare the original and compressed files at each stage of the process.
Last but most certainly not least, AMD announced the latest development to their ReSX program. A recently announced a special initiative inside the Radeon Software group, Project Radeon eSports Experience focuses on delivering gameplay optimizations to the world’s most popular eSports titles.
Adding to previously announced optimizations for PlayerUnknown’s Battlegrounds, Overwatch and Dota 2, AMD has another set of impressive performance gains with today’s Radeon Software release: From the launch of Radeon Software Adrenalin Edition till today, Fortnite has improved frames-per-second (8%), 99th percentile frame times (7%) and click-to-response (13%), delivering an extraordinary eSports experience.
AMD participated in the following sessions at GDC:
- Engine Optimization Hot Lap (Presented by AMD)
- Getting Explicit: How Hard is Vulkan Really? (Presented by Khronos Group)
- HLSL in Vulkan: There and Back Again (Presented by Khronos Group)
- Optimizing for the AMD Ryzen Family of CPU and APU Processors (Presented by AMD)
- Real-Time Ray-Tracing Techniques for Integration into Existing Renderers (Presented by AMD)
- Simulating and Rendering Physically-Realistic Curly Hair (Presented by AMD)
- Taking the Red Pill: Using Radeon GPU Profiler to Look Inside Your Game (Presented by AMD)
- The Art of Profiling: Radeon GPU Profiler & RenderDoc (Presented by AMD)
- WebGL and gITF (Presented by Khronos Group)