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.
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.
72 Comments on AMD Announces Radeon Rays and Radeon GPU Profiler 1.2 at GDC 2018
I'm convinced that, should Microsoft had launch DX12 not restricted to Windows 10, DX12's adoption would be higher by now then it currently is ... but that's something to discuss in another topic.
What's certain is Mantle certainly didn't hurt the adoption of those APIs on the PC.
Doom, Wolfenstein games run damn smooth! mighty impressed!
(sarcastically implying that all amd cards are used for mining and no gaming improvements will matter to them) Some games have lower FPS in Vulkan and DX12 than DX11 across the board, newer cards are typically hurt worse or do better.
That said, closer to metal API's put the burden on the game devs rather than having bloaty libraries doing things for them... the implementation matters.
Games ported from DX11 to vulkan are less likely to be performant than games built from the ground up for vulkan.
I still don't know where you heading with this , it has nothing to do with mining sarcastically or not.
DX12 and Vulkan require more work... Ported games can contain the bottlenecks of dx11 and don't gain the potential benefits of the new api's as it is up to the game devs to use them. Less libraries babying them, it is up to them to performance tune... if they don't performance wont get better.
Of course mining has nothing to do with gaming... that's the joke.
Is there a language barrier here or do you not understand what sarcasm is?
www.techpowerup.com/reviews/MSI/GTX_1080_Ti_Gaming_X/13.html
DX12
www.techpowerup.com/reviews/MSI/GTX_1080_Ti_Gaming_X/8.html
DX12 CPU heavy
www.techpowerup.com/reviews/MSI/GTX_1080_Ti_Gaming_X/26.html
Warhammer is known to be faster in DX11 for all cards.
Battlefield is (or all Battlefields are) known to run better with DX11 primarily due to microstuffer.
DOOM is truly better with Vulkan over OpenGL but that is due to aging OpenGL and manufacturer-specific optimizations in Vulkan version.
The issue was never whether Vulkan in faster than OpenGL. We know it can be and we know there are scenarios where it won't be. The real issue is what will the average developer be able to do with it. And so far the average developer seems to be pretty good at dodging these "closer to the metal" APIs.
id Software is one of the handful of best engine developers, along with DICE, Unreal, Crytek and couple others.
My guess, professional CAD software may be where Vulkan is more suited. That and it's now mandatory on Android, where you are CPU constrained again, but for different reasons (i.e. weaker CPU, not more demanding software).