Thursday, March 22nd 2018

AMD Announces Radeon Rays and Radeon GPU Profiler 1.2 at GDC 2018

AMD announced at GDC 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: gpuopen.com/announcing-real-time-ray-tracing/

For More information on Real Time Ray Tracing, check out the following video:

Announcing Real Time Ray Tracing
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.
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72 Comments on AMD Announces Radeon Rays and Radeon GPU Profiler 1.2 at GDC 2018

#26
Basard
I'm still cranking away with my GTX 780.... Refusing to pay for these overpriced cards. I see the 1060s dropping in price--$280ish for a three gig, and almost $100 more for a six gig.... Not much of an upgrade though, coming from a 780, definitely not worth the price--even at MSRP.

So, I'll wait til next season I guess.

#Notgivingitup
Posted on Reply
#27
bug
theoneandonlymrkBoth of those APIs share a common theme though and I am definitely of the opinion AMD will be working on both dx12 compatibility and consumer level support, they said so ie working with Microsoft, their hardware Is rather important to Microsoft.
In what way? Besides being both about graphics, that is.
Posted on Reply
#28
TheoneandonlyMrK
bugIn what way? Besides being both about graphics, that is.
Both expose a similar feature set in a similar way and both are closer to the metal.
They're not cross compatible per say but the code required for the jump is not as extreme as in prior cases.
Posted on Reply
#29
Camm
I recently moved a graphics house away from Nvidia to AMD GPU's because of the serious support AMD has been giving to the cinematography and vfx (more the cinematography community tbh) community as of late, and the vastly cheaper prices of GPU's seeing significant drops of TCO.

Those who pah pah this fail to see the difference between Nvidia's stranglehold in GPGPU compute (which is difficult to move away from because your code stops working) from creative industries (who most don't give two shits as long as the specific plugins they need are supported, which has seen a heavy shift away from CUDA due to Apple dropping Nvidia a few years ago).
Posted on Reply
#30
fullinfusion
Vanguard Beta Tester
ZeppMan217Too bad AMD doesn't have the cash to shove it down everyone's throat.
That's why we have the green team, ppl love to waste there cash on G-sync and such :kookoo:
Posted on Reply
#31
Kohl Baas
RejZoRThat's the problem people are not realizing. Especially those saying "a sold card is a sold card". It doesn't work like that. Without cards in the hands of developers and gamers, AMD's ecosystem will start dying off. And when you have no ecosystem, who's gonna bother developing anything for you? And then you just fall into a neverending downfalling spiral of doom. Cryptomining is a nonsense that will not last for long. Gaming and development has been on the rise from year to year regardless of all the doomsday freakouts news outlets have over PC sales. I'm just shocked that AMD is apparently not aware of this. Cryptomining is a nice short term financial injection, but long term, it'll harm them more than it'll benefit them.
Here I am for you to see. (Vega 64 liquid from the beginning) And now that the CCs started to waver, all our markets are filled with mildly used Radeons from the panicking miners.
Posted on Reply
#32
TheGuruStud
UbersonicVulkan is open source (successor to OpenGL), Mantle was proprietory hence why it failed.
Revisionist history at its finest, folks. I'm sure the delusionals believe it, too. Is a green logo hypnotising or something?
Posted on Reply
#33
lexluthermiester
TheGuruStudRevisionist history at its finest, folks. I'm sure the delusional's believe it, too. Is a green logo hypnotizing or something?
Not sure what you mean. Are you trying to say Vulkan is not open source or that Mantle wasn't proprietary or a failure?
Posted on Reply
#34
TheGuruStud
lexluthermiesterNot sure what you mean. Are you trying to say Vulkan is not open source or that Mantle wasn't proprietary or a failure?
Mantle is/was not proprietary. That was fabricated by Nvidia lovers. Hell, what does AMD use that is? Trueaudio, b/c it's hardware based?

Just b/c AMD developed it with limited partners doesn't make it proprietary. It was clearly stated that Nvidia could develop for it...they sneered (for obvious reasons). Did Nvidia lovers expect AMD to add support themselves? Lololololol
Posted on Reply
#36
TheGuruStud
lexluthermiesterSure it was. Mantle was released only as a part of the AMD Windows driver set, thus not compatible with Nvidia GPU's. en.wikipedia.org/wiki/Mantle_(API) See support section.
Incorrect. It can support non-GCN architectures. Nvidia rejected it. Why would Nvidia say they won't support Mantle if it can't be compatible... Lol.

Or I guess AMD just went on stage at events and lied about Mantle being an open API.
Posted on Reply
#37
londiste
TheGuruStudIncorrect. It can support non-GCN architectures. Nvidia rejected it. Why would Nvidia say they won't support Mantle if it can't be compatible... Lol.
Or I guess AMD just went on stage at events and lied about Mantle being an open API.
Technically, Mantle was built for GCN first. Adopting that to different architectures was not as simple as you would think.
Also, it was never open source and never open. AMD said it would eventually be but things never progressed this far.

Although, I guess Vulkan could be considered what Mantle was supposed to be. But that owes a lot to OpenGL legacy rather than Mantle's technical aspects.
Posted on Reply
#38
lexluthermiester
TheGuruStudIncorrect. It can support non-GCN architectures. Nvidia rejected it. Why would Nvidia say they won't support Mantle if it can't be compatible... Lol.
Please show a reference that backs up your claim please. You are literally the first person I have ever seen state this.
For further reference;
linustechtips.com/main/topic/60597-amds-mantle-api-is-not-open-source-compatible-only-with-amd-gpus/
www.amd.com/en-us/innovations/software-technologies/mantle
www.extremetech.com/gaming/219434-amd-finally-unveils-an-open-source-answer-to-nvidias-gameworks
Posted on Reply
#39
TheGuruStud
londisteTechnically, Mantle was built for GCN first. Adopting that to different architectures was not as simple as you would think.
Also, it was never open source and never open. AMD said it would eventually be but things never progressed this far.

Although, I guess Vulkan could be considered what Mantle was supposed to be. But that owes a lot to OpenGL legacy rather than Mantle's technical aspects.
Technically correct, it wasn't ever really finished. It was not locked down or incapable of non-GCN, though. Obviously, if they spent the cash to develop it, then it's not going to be PnP for a competitor, but the API was there for all to use if they wanted to. Even if it were easy Nvidia wouldn't be caught dead with their criminal behavior and arrogance.
Posted on Reply
#40
lexluthermiester
TheGuruStudAPI was there for all to use if they wanted to.
You are mistaken. Mantle was never open source.
Posted on Reply
#41
TheGuruStud
lexluthermiesterYou are mistaken. Mantle was never open source.
It was never finished. The public SDK was to be released at the end of 2014 ALLOWING NVIDIA AND INTEL TO WRITE DRIVERS FOR IT. AMD already said that many times previously... IDK why there's this huge denial that AMD only made it for themselves. Intel didn't sign on and it was dead (do I have to point out that nvidia wouldn't add support).

If your argument is that it wasn't open, b/c it was still in beta....that's pretty flimsy.

I would link the AMD presentation video, but the link is dead.

I'm tellin ya, revisionist history.
Posted on Reply
#42
lexluthermiester
TheGuruStudThe public SDK was to be released at the end of 2014 with the official announcement of it being an open API.
Citation please. You made a claim that is not supported by the information found by a simple search. EDIT; I'll be happy to accept such information from a credible source. Not willing to just take your word for it when the information you offer is contradicted by common knowledge and information easily found.
TheGuruStudIDK why there's this huge denial
Factual information. Mantle was never open sourced and was never developed for anything other than a specific range of Windows based AMD GPU's. That makes it closed source and proprietary. It's replacement, Vulkan, is open source and non-proprietary. Perhaps you are getting the two confused?
Posted on Reply
#43
TheGuruStud
lexluthermiesterCitation please. You made a claim that is not supported by the information found by a simple search.

Factual information. Mantle was never open sourced and was never developed for anything other than a specific range of Windows based AMD GPU's. That makes it closed source and proprietary. It's replacement, Vulkan, is open source and non-proprietary. Perhaps you are getting the two confused?
No confusion...am I the only one that can read and remember press releases?

Since the video is gone, I guess this will have to do linustechtips.com/main/topic/249881-amd-releasing-public-mantle-sdk-this-year-encourages-nvidia-and-intel-to-use-it-for-free/
Too bad it links to wccftech LOL, but I can't seem to find the vid.

I guess you can win on a technicality, since it wasn't released, but that wasn't the intention. The industry killed it.
Posted on Reply
#44
londiste
TheGuruStudNo confusion...am I the only one that can read and remember press releases?

Since the video is gone, I guess this will have to do linustechtips.com/main/topic/249881-amd-releasing-public-mantle-sdk-this-year-encourages-nvidia-and-intel-to-use-it-for-free/
He confirmed that AMD will be releasing a public Mantle SDK this year.
They never did. And SDK is still a far cry from either open or open source.
You are correct in that they promised to have an open API and open source. Eventually. This never materialized.
Posted on Reply
#45
Readlight
They talk much but i haven't seen anything good on Vulkan who works great.
Posted on Reply
#46
bug
TheGuruStudIt was never finished. The public SDK was to be released at the end of 2014 ALLOWING NVIDIA AND INTEL TO WRITE DRIVERS FOR IT. AMD already said that many times previously... IDK why there's this huge denial that AMD only made it for themselves. Intel didn't sign on and it was dead (do I have to point out that nvidia wouldn't add support).

If your argument is that it wasn't open, b/c it was still in beta....that's pretty flimsy.

I would link the AMD presentation video, but the link is dead.

I'm tellin ya, revisionist history.
Try digging up the open Mantle spec that everyone could implement. That should clear things up a bit for you.
Posted on Reply
#47
Fluffmeister
Yep Mantle was never open, although it did some good for the competition as it helped inspire Nvidia to make their DX11 path uber svelte
Posted on Reply
#48
Imsochobo
ReadlightThey talk much but i haven't seen anything good on Vulkan who works great.
Wolfenstein ?
Posted on Reply
#49
bug
FluffmeisterYep Mantle was never open, although it did some good for the competition as it helped inspire Nvidia to make their DX11 path uber svelte
Mantle was simply the world of consoles brought to PC.
To this day I can't figure out if Microsoft was resisting this and AMD used Mantle to strongarm them or AMD wanted to get a headstart and rushed into a doomed project.
Posted on Reply
#50
lexluthermiester
bugMantle was simply the world of consoles brought to PC.
To this day I can't figure out if Microsoft was resisting this and AMD used Mantle to strongarm them or AMD wanted to get a headstart and rushed into a doomed project.
Maybe a little of both? Still, without Mantle we wouldn't have the excellent Vulkan. So it all worked out in the end. And now everyone has ray-tracing which will make game all that much prettier.
Posted on Reply
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