Gregory Mitrano retweeted
Featured GPUOpen Tutorial: Getting Started with Radeon Memory Visualizer (RMV).
Read our detailed step by step guide to help you make the most out of our very popular latest tool.
#gamedev gpuopen.com/learn/getting-st…
Gregory Mitrano retweeted
RenderDoc v1.8 is out now! This release includes SM5.1 D3D12 shader debugging support thanks to @skarolewics as well as a number of other improvements and fixes.
Full release notes on github: github.com/baldurk/renderdoc… and build downloads: renderdoc.org/builds
Gregory Mitrano retweeted
We are delighted to announce our brand new #Radeon Memory Visualizer developer tool for @DirectX12 and @VulkanAPI.
Show your VRAM some love, today!
gpuopen.com/introducing-rade…
#GPUOpen #gamedev
The video of my group's latest demo is up!
This one is entirely ray traced via #Vulkan compute shaders. :)
youtube.com/watch?v=29auwz8h…
Gregory Mitrano retweeted
You spoke, we listened. @Radeon Software Adrenalin 2019 Edition Drivers are available now for @AMDRyzen Processors with Radeon Vega Graphics. Download today from AMD. amd.com/support
Gregory Mitrano retweeted
HLSLexplorer 1.0 is out and open source. New features: Support for modern DirectX compiler and AMD GCN ISA, Real-time pixel shader preview. See
the post for more details and some thoughts about its development: astralcode.blogspot.com/2018…
#graphicsprogramming #rendering #hlsl
Real-time composition of UI rendered via CEF/Chrome works surprisingly well in my Vulkan engine!
gfycat.com/GiftedRewardingDi…
Gregory Mitrano retweeted
This is what good GPU profiler looks like. Occupancy graph and bottleneck (SOL) graph. In 99% of cases you don't need any numeric data when you have both of these graphs. Slide 58 of my GDC presentation (approved by vendor).
Gregory Mitrano retweeted
"A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering" jcgt.org/published/0007/03/0… #graphicsprogramming
Gregory Mitrano retweeted
Ray Tracing without Ray Tracing API diaryofagraphicsprogrammer.b…
Gregory Mitrano retweeted
Shader Playground now supports AMD's RGA! As the per the underlying rga.exe, input can be HLSL, GLSL, and SPIR-V Assembly.
You can select which ASIC to target, and you can view disassembly, live register analysis, and CFG.
shader-playground.timjones.i…
Gregory Mitrano retweeted
RenderDoc v1.1 is now out! This release focusses on improved API and OS support, as well as a boatload of bug fixes.
github.com/baldurk/renderdoc…
Finally got around to uploading a video of my latest #Vulkan demo!
youtube.com/watch?v=h4YZUfA9…
Gregory Mitrano retweeted
RGP 1.2 shows driver barriers (including explanation). Awesome feature. Instantly realized that timing queries take 5% of my frame time in development builds (two barriers each, both full L2$ flush). Without timing queries 2% of frame spend waiting in barriers. Much better :)
Released my second #Vulkan demo at AtParty 2018! #demoscene
The party results are now available on pouet:
pouet.net/party.php?which=15…
I'll be uploading a YouTube capture as soon as I get a chance.
pouet.net/prod.php?which=764…
Gregory Mitrano retweeted
Vulkan 1.1.76 spec update is out, featuring VK_KHR_draw_indirect_count (yay! finally! :)). Hopefully driver support will be there soon? I've updated github.com/zeux/volk to the latest version.
Gregory Mitrano retweeted
AMDuProf v1.2 has been released! The "Assess Performance (Extended)" profile has counters we discussed at GDC18. See developer.amd.com/amd-uprof/



















