Radeon GPU Profiler 1.5.1
Radeon GPU Profiler 1.5 We previewed the main RGP 1.5 features at GDC 2019 late last month, but didn’t set the release free because it …

Radeon GPU Profiler 1.5 We previewed the main RGP 1.5 features at GDC 2019 late last month, but didn’t set the release free because it …
Introduction This is part 2 of a series of posts on AMD FreeSync™ 2 HDR Technology (FreeSync 2 hereafter!). The first post covered color spaces …
If you weren’t able to attend GDC this year to catch the Advanced Graphics Techniques Tutorial Day and our Sponsored Sessions in person, or you …
Introduction This is going to be the first in a series of 4 blog posts covering different topics related to AMD FreeSync™ 2 HDR Technology …
OCAT is our open source capture and analytics tool, designed to help game developers and performance analysts dig into the details of how the GPU …
Radeon GPU Analyzer (RGA) is our offline compiler and integrated code analysis tool, supporting the high-level shading and kernel languages that are consumed by DirectX® …
San Francisco is the destination for the Game Developers Conference again in 2019, hosting our fine industry at the Moscone Center, March 19th to 23rd. …
Introduction Vulkan Memory Allocator (VMA) is our single-header STB-like library for easily and efficiently managing memory allocation for your Vulkan games and applications. The last …
Foreword This is a guest post from Sebastian Aaltonen, co-founder of Second Order and previously senior rendering lead at Ubisoft®. Second Order published their first …
OCAT is our open source capture and analytics tool, designed to help game developers and performance analysts dig into the details of how the GPU …
Radeon GPU Profiler 1.4 While the G in GPU stands for graphics, there are also popular SIMD programming models and associated APIs that map well …
The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …
We are excited to announce the release of Compressonator v3.1! This version contains several new features and optimizations, including new installers for the SDK, CLI and …
Organised by the fine folks at Wargaming, the 4C conference was held in Prague over 2 days in early October this year, bringing attendees and …
Radeon GPU Profiler 1.3.1 RGP 1.3.1 is a hotfix release to keep compatibility with an upcoming Radeon Adrenalin Edition graphics driver. That driver descends from …
OCAT, our open source capture and analytics tool, has come a really long way since the 1.1 release around this time last year. The focus …
Introduction We released Vulkan Memory Allocator 1.0 (VMA) back in July last year, but we’ve been remiss in posting about the progress of the library …
Radeon GPU Profiler 1.3 First, happy birthday to RGP! We released 1.0 publicly almost exactly a year ago at the time of writing, something I’ve …
There are traditionally just two hard problems in computer science — naming things, cache invalidation, and off-by-1 errors — but I’ve long thought that there …
Adam Sawicki, a member of AMD RTG’s Game Engineering team, has spent the best part of a year assisting one of the world’s biggest game …
If you’ve ever heard the term “context roll” in the context of AMD GPUs — I’ll do that a lot in this post, sorry in …
Microsoft PIX is the premiere integrated performance tuning and debugging tool for Windows game developers using DirectX 12. PIX enables developers to debug and analyze …
With GDC 2018 done and dusted, we thought it’d be valuable to reemphasise that all of the presented content from the Advanced Graphics Techniques Tutorial …
The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …
Radeon GPU Profiler 1.2 At GDC 2018 we talked about a new version of RGP that would interoperate with RenderDoc, allowing the two tools to …
Compressonator is a set of tools that allows artists and developers to work easily with compressed assets and easily visualize the quality impact of various …
We have posted the version 1.2 update to the TrueAudio Next open-source library to Github. It is available here. This update has a number of …
Vulkan™ is designed to have significantly smaller CPU overhead compared to other APIs like OpenGL®. This is achieved by various means – the API is …
Introduction Half-precision (FP16) computation is a performance-enhancing GPU technology long exploited in console and mobile devices not previously used or widely available in mainstream PC …
Real Time Ray Tracing was one of the hottest topics last week at GDC 2018. In this presentation, AMD Software Development Engineer and architect of Radeon …
The level of visual detail required of CAD models for the automotive industry or the most advanced film VFX requires a level of visual accuracy …
If you’re into the state of the art in games, especially real-time gaming graphics, your eyes will undoubtedly be on Moscone Center in San Francisco, …
The long wait is over. The GPU processing power of TrueAudio Next (TAN) has now been integrated into Steam Audio from Valve (Beta 13 release). …
Radeon GPU Profiler 1.1.1 With GDC 2018 getting ever closer, we wanted to get one last minor release of RGP out before things get hectic …
Radeon GPU Profiler 1.1.0 It feels like just last week that we released Radeon GPU Profiler (RGP) 1.0.3 but my calendar says almost 2 months …
Insights from Enscape as to how they designed a renderer that produces path traced real time global illumination and can also converge to offline rendered image quality
We are excited to announce the release of Compressonator V2.7! This version contains several new features and optimizations, including: Cross Platform Support Due to popular demand, …
Radeon GPU Profiler 1.0.3 A couple of months on from the release of 1.0.2, we’ve fully baked and sliced 1.0.3 for your low-level DX12- and …
The AMD GPU Services (AGS) library provides game and application developers with the ability to query information about installed AMD GPUs and their driver, in …
Due to architectural differences between Zen and our previous processor architecture, Bulldozer, developers need to take care when using the Windows® APIs for processor and core enumeration. …
The AMD GCN Vulkan extensions allow developers to get access to some additional functionalities offered by the GCN architecture which are not currently exposed in the Vulkan API. One of these is the ability to access the barycentric coordinates at the fragment-shader level.
Thanks (again!) Before we dive into a run over the release notes for the 1.0.2 release of Radeon GPU Profiler, we’d like to thank everyone …
Understanding the instruction-level capabilities of any processor is a worthwhile endeavour for any developer writing code for it, even if the instructions that get executed …
An important part of learning the Vulkan API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another.
Summary In this blog post we are announcing the open-source availability of the Radeon™ ProRender renderer, an implementation of the Radeon ProRender API. We will give …
Introduction and thanks Effective GPU performance analysis is a more complex proposition for developers today than it ever has been, especially given developments in how …
TressFX 4 introduces a number of improvements. This blog post focuses on three of these, all of which are tied to simulation: Bone-based skinning Signed distance …
Full application control over GPU memory is one of the major differentiating features of the newer explicit graphics APIs such as Vulkan® and Direct3D® 12. …
We are excited to announce the release of Compressonator V2.6. This version contains several new features and optimizations, including: Adaptive Format Conversion for general transcoding operations …
When getting a new piece of hardware, the first step is to install the driver. You can see how to install them for the Radeon …
In this blog we will go through the installation process of the driver for your new Radeon Vega Frontier card. We will go through the …
When using a compute shader, it is important to consider the impact of thread group size on performance. Limited register space, memory latency and SIMD occupancy each affect shader performance in different ways. This article discusses potential performance issues, and techniques and optimizations that can dramatically increase performance if correctly applied.
The AMD Developer Tools team is thrilled to announce the availability of the AMD plugin for Microsoft’s PIX for Windows tool. PIX is a performance …
A new version of the CodeXL open-source developer tool is out! Here are the major new features in this release: CPU Profiling Support for AMD …
When it comes to multi-GPU (mGPU), most developers immediately think of complicated Crossfire setups with two or more GPUs and how to make their game …
Introduction Shortly after our Capsaicin and Cream event at GDC this year where we unveiled Radeon RX Vega, we hosted a developer-focused event designed to …
BC6 HDR Compression The BC6H codec has been improved and now offers better quality then previous releases, along with support for both 16 bit Half …
This article explains how to use Radeon GPU Analyzer (RGA) to produce a live VGPR analysis report for your shaders and kernels. Basic RGA usage …
I’m Mike Schmit, Director of Software Engineering with the Radeon Technologies Group at AMD. I’m leading the development of a new open-source 360-degree video-stitching framework …
AMD LiquidVR MultiView Rendering in Serious Sam VR with the GPU Services (AGS) Library AMD’s MultiView Rendering feature reduces the number of duplicated object draw …
In 2016, AMD brought TrueAudio Next to GameSoundCon. GameSoundCon was held Sept 27-28 at the Millennium Biltmore Hotel in Los Angeles. GameSoundCon caters to game …
Budgeting, measuring and debugging video memory usage is essential for the successful release of game titles on Windows. As a developer, this can be efficiently achieved with the …
Another year, another Game Developer Conference! GDC is held earlier this year (27 February – 3 March 2017) which is leaving even less time for …
With the launch of AGS 5.0 developers now have access to the shader compiler control API. Here’s a quick summary of the how and why…. Background …
There are many games out there taking place in vast environments. The basic building block of every environment is height-field based terrain – there’s no …
Understanding concurrency (and what breaks it) is extremely important when optimizing for modern GPUs. Modern APIs like DirectX® 12 or Vulkan™ provide the ability to …
Summary Many Gaming and workstation laptops are available with both (1) integrated power saving and (2) discrete high performance graphics devices. Unfortunately, 3D intensive application …
This post is taking a look at some of the interesting bits of helping id Software with their DOOM® Vulkan™ effort, from the perspective of …
This blog is guest authored by Croteam developer Karlo Jez and he will be giving us a detailed look at how Affinity Multi-GPU support was …
When opening a 64-bit crash dump you will find that you will not necessarily get a sensible call stack. This is because 64-bit crash dumps …
Vulkan™’s barrier system is unique as it not only requires you to provide what resources are transitioning, but also specify a source and destination pipeline …
This is the third post in the follow up series to my prior GDC talk on Variable Dynamic Range. Prior posts covered dithering, today’s topic …
Virtual desktop infrastructure systems and cloud gaming are increasingly gaining popularity thanks to an ever more improved internet infrastructure. This gives more flexibility to the …
As noted in my previous blog, new innovations in virtual reality have spearheaded a renewed interest in audio processing, and many new as well as …
This week marks the last in the series of our regular Warhammer Wednesday blog posts. We’d like to extent our thanks to Creative Assembly’s Lead …
Audio Must be Consistent With What You See Virtual reality demands a new way of thinking about audio processing. In the many years of history …
Happy Warhammer Wednesday! This week Creative Assembly’s Lead Graphics Programmer Tamas Rabel talks about how Total War: Warhammer utilized asynchronous compute to extract some extra …
It’s Wednesday, so we’re continuing with our series on Total War: Warhammer. Here’s Tamas Rabel again with some juicy details about how Creative Assembly brought …
A new release of the CodeXL open-source developer tool is out! Here’s the hot new stuff in this release: New platforms support Support Linux systems …
We’re back again on this fine Warhammer Wednesday with more from Tamas Rabel, Lead Graphics Programmer on the Total War series. In last week’s post …
For the next few weeks we’ll be having a regular feature on GPUOpen that we’ve affectionately dubbed “Warhammer Wednesdays”. We’re extremely lucky to have Tamas Rabel, …
Game engines do most of their shading work per-pixel or per-fragment. But there is another alternative that has been popular in film for decades: object …
EDIT: 2016/08/08 – Added section on Targeting Low-Memory GPUs This post serves as a guide on how to best use the various Memory Heaps and …
Before Direct3D® 12 and Vulkan™, resources were bound to shaders through a “slot” system. Some of you might remember when hardware did have only very …
Multi-GPU systems are much more common than you might think. Most of the time, when someone mentions mGPU, you think about high-end gaming machines with …
Compressonator is a set of tools to allow artists and developers to more easily create compressed texture image assets and easily visualize the quality impact …
Prior to explicit graphics APIs a lot of draw-time validation was performed to ensure that resources were synchronized and everything set up correctly. A side-effect of this robustness …
Direct3D® 12 and Vulkan™ significantly reduce CPU overhead and provide new tools to better use the GPU. For instance, one common use case for the …
As promised, we’re back and today I’m going to cover how to get resources to and from the GPU. In the last post, we learned …
A new CodeXL release is out! For the first time the AMD Developer Tools group worked on this release on the CodeXL GitHub public repository, …
Today, we are excited to announce that we are releasing an update for ShadowFX that adds support for DirectX® 12. Features Different shadowing modes Union of …
Achieving high performance from your Graphics or GPU Compute applications can sometimes be a difficult task. There are many things that a shader or kernel …
The GCN architecture contains a lot of functionality in the shader cores which is not currently exposed in current APIs like Vulkan™ or Direct3D® 12. One …
A Complete Tool to Transform Your Desktop Appearance After introducing our Display Output Post Processing (DOPP) technology, we are introducing a new tool to change …
Compaction is a basic building block of many algorithms – for instance, filtering out invisible triangles as seen in Optimizing the Graphics Pipeline with Compute. …
We are releasing TressFX 3.1. Our biggest update in this release is a new order-independent transparency (OIT) option we call “ShortCut”. We’ve also addressed some of …
Today’s update for GeometryFX introduces cluster culling. Previously, GeometryFX worked on a per-triangle level only. With cluster culling, GeometryFX is able to reject large chunks …
Full-speed, out-of-order rasterization If you’re familiar with graphics APIs, you’re certainly aware of the API ordering guarantees. At their core, these guarantees mean that if …
A New Milestone After the success of the first version, FireRays is moving to another major milestone. We are open sourcing the entire library which …
Last week, we organized a two hours-long talk at University of Lodz in Poland where we discussed the most common mistakes we come across in Vulkan applications. Dominik Witczak, …
We are very pleased to be announcing that AMD is open-sourcing one of our most popular tools and SDKs. Compressonator (previously released as AMD Compress …
Gaming at optimal performance and quality at high screen resolutions can sometimes be a demanding task for a single GPU. 4K monitors are becoming mainstream and gamers …
If you have supported Crossfire™ or Eyefinity™ in your previous titles, then you have probably already used our AMD GPU Services (AGS) library. A lot of …
Resource creation and management has changed dramatically in Direct3D® and Vulkan™ compared to previous APIs. In older APIs, memory is managed transparently by the driver. …
CodeXL major release 2.0 is out! It is chock-full of new features and a drastic change in the CodeXL development model: CodeXL is now open …
The prior post in this series established a base technique for adding grain, and now this post is going to look at very subtle changes to …
Welcome back to our performance & optimization series. Today, we’ll be looking more closely at shaders. On the surface, it may look as if they …
This is the first of a series of posts expanding on the ideas presented at GDC in the Advanced Techniques and Optimization of VDR Color …
The Game Developer Conference 2016 was an event of epic proportions. Presentations, tutorials, round-tables, and the show floor are only one part of the story …
This post describes how GCN hardware coalesces memory operations to minimize traffic throughout the memory hierarchy. The post uses the term “invocation” to describe one …
Bandwidth is always a scarce resource on a GPU. On one hand, hardware has made dramatic improvements with the introduction of ever faster memory standards …
Vulkan™ provides unprecedented control to developers over generating graphics and compute workloads for a wide range of hardware, from tiny embedded processors to high-end workstation GPUs with wildly different …
The Game Developer Conference 2016 (GDC16) is held March 14-18 in the Moscone Center in San Francisco. This is the most important event for game developers, …
Welcome back to our DX12 series! Let’s dive into one of the hottest topics right away: synchronization, that is, barriers and fences! Barriers A barrier is …
Vulkan™ is a high performance, low overhead graphics API designed to allow advanced applications to drive modern GPUs to their fullest capacity. Where traditional APIs …
Imagine that you were asked one day to design an API with bleeding-edge graphics hardware in mind. It would need to be as efficient as …
Hello and welcome to our series of blog posts covering performance advice for Direct3D® 12 & Vulkan™. You may have seen the #DX12PerfTweets on Twitter, and …
For GPU-side dynamically generated data structures which need 3D spherical mappings, two of the most useful mappings are cubemaps and octahedral maps. This post explores …
I have met enough game developers in my professional life to know that these guys are among the smartest people on the planet. Those particular individuals will go …
About CodeXL Analyzer CLI CodeXL Analyzer CLI is an offline compiler and performance analysis tool for OpenCL™ kernels, DirectX® shaders and OpenGL® shaders. Using CodeXL …
GPU PerfStudio supports DirectX® 12 on Windows® 10 PCs. The current tool set for DirectX 12 comprises of an API Trace, a new GPU Trace …
Today we’re going to take a look at how asynchronous compute can help you to get the maximum out of a GPU. I’ll be explaining …
What’s New With the recent adoption of new APIs such as DirectX® 12 and Vulkan™, we are seeing renewed interest in an older tool. AMD …
A typical problem with MSAA Resolve mixed with HDR is that a single sample with a large HDR value can over-power all other samples, resulting …
Bandwidth is always a scarce resource on a GPU. On one hand, hardware has made dramatic improvements with the introduction of ever faster memory standards like HBM, but on the other hand, games are rendering at higher resolutions, with larger buffers and more data, eating up a lot of bandwidth. A lot of this bandwidth is used to read and write render targets. What hasn’t been exploited is the fact that render targets tend to store slowly varying data. For example, a sky will be blue, with little variance, yet the GPU would treat every pixel independently as if they contain all unique, unrelated values.
This has recently changed with the introduction of Delta Color Compression — or DCC for short. This is a domain-specific compression that tries to take advantage of this data coherence to reduce the required bandwidth. It’s lossless, in many ways similar to typical compressors but adapted for 3D rendering. The key idea is to process whole blocks instead of individual pixels. Inside a block, only one value is stored with full precision, and the rest is stored as a delta – hence the name. If the colors are similar, the delta values can use a lot fewer bits relative to the input. DCC is enabled on discrete GPUs and APUs based on GCN 1.2 or later. The actual hardware implementation is quite a bit fancier than what I just described though. For instance, it adjusts its block size based on access patterns (and the data itself) to optimize for potentially random accesses.
The new compressor is inside the Color Block which allows graphics to compress color render targets similarly to the way that the Depth Block has been compressing depth and stencil targets. This means that there’s no special setup required: if the target surface is compressed, the rendering just goes through the compressor. Otherwise, the pipeline is not impacted.
Compressing is only half of the story, as data is typically read much more often than written. To get the bandwidth-saving benefits there as well, the shader core has been given the ability to read the new compressed color as well as all the existing compressed surfaces. This allows decompress operations do be skipped entirely for render-to-texture scenarios – that is, a barrier which transitions from render-target to texture is effectively a no-op and does not trigger a costly decompression.
While DCC is a “transparent” feature in the sense that it doesn’t require a specific setup by developers there are still a few caveats to be aware of to make the best use of it.
Clearing to common values such as 0.0s and 1.0s will be much faster and save more bandwidth than arbitrary values.
Shader-readable targets are not as well compressed as when it is known that the shader will not read them. As mentioned previously, the shader cores have been extended to give them access to compressed data directly, but there are additional compression options which are only available if read access from the shader cores is prohibited. MSAA depth targets suffer the most from being flagged as “shader resource” if they don’t need to be because they otherwise compress extremely well.
D32Fs actually may compress smaller than D16s when used as shader resources, and compress exactly the same way when not shader compatible. They are only different in allocation size and bandwidth when decompressed, which typically isn’t too frequent (but may happen when a dense mesh with many micro-triangles is rendered into a small screen-space area). D32F also allows you to use reverse Z for added precision, so that can be leveraged for nearly free. Keep in mind that on GCN, there’s no such thing as a real 24-bit depth target. Under the hood, those are handled as 32-bit, just with 8 bit of precision thrown away – so there’s no cost in switching from D24 to D32 targets.
Sparse reads are bad to begin with because they can thrash caches. Compression can make sparse reads worse because instead of thrashing one cache, now it’s thrashing two. Ever find that fewer waves in flight or less valid threads per wave actually increases performance? A likely reason is because the cache is being thrashed. In particular we’ve sometimes observed sparse reads from shadow map filtering go from very bad to worse with compression enabled. This especially happens on niche “ultra” graphics quality modes where settings tend to be cranked up to 11. If shadows look noisy and aliased then caches are being thrashed! Pre-filtering or picking a lower resolution will look better and run much faster.
Partial writes require special care. In case of uncompressed data, it’s possible to simply mask the writes. For compressed data, this doesn’t work, and hence the data must be first read, decompressed, updated, and then written back to preserve the untouched channels. To efficiently use compression, it is best to fully overwrite the underlying data if it is not needed for blending so write all the channels at the same time if possible.
If arbitrarily bit-packing fields into a G-Buffer, put highly correlated bits in the Most Significant Bits (MSBs) and noisy data in the Least Significant Bits (LSBs) of each channel. This will compress better because it responds similarly to typical data patterns.
Even when you’ve followed all the rules above, DCC may sometimes get disabled as not all parts of the GPU can read and write compressed data yet. In these cases, the barrier will result in a decompression. It is important to understand when those cases may occur:
Is it possible to compress a RT by copying (from fe. a UAV), or is [en]coding an exclusive feature of the ROPs?
I suppose a compute shader could be used to [en]code the RT as well. Do you plan on allowing access to raw RT meta-data and surface-data in the future?
Best
Compression is exclusive to the ROPs. Some drivers may implement a copy on the graphics queue using the ROPs to write, but apps can do that explicitly to be sure. Technically a CS could be used to address and encode, but it wouldn’t be easy. Getting at metadata directly is an intriguing topic especially considering some very recently presented HTile hackery, but I wouldn’t want to try to write a shader to encode the data itself.
How about for specific cases, such as fast clearing?
For example, could you clear just by writing to the metadata or is clearing to 0.0s/1.0s and going through the ROP the fastest way?
Calling the clear API function does just that: overwrites the metadata only. Doing it through a draw call will be slower due to having to execute the pixel shader. Do you have other specific use cases in mind that could be accelerated via direct metadata access which are not already accelerated via an existing API call?
Stupid question but why does consoles have exclusive low level features and pc not have it?
look at what the consoles do with their limited hardware, its amazing
to play doom on a pc at console settings you need a beefy pc.. but the consoles have what. a hd7850? i know yeah they have an 8core cpu though, but still you know what i mean?
Are there any special restrictions on which RT formats support compression, and how well? For example, is it supported for R11G11B10F?
No restrictions and yes, all formats are supported, but of course your mileage may vary. The wider the format, the less locality and coherence there is within the block, so ratios tend to go down as width goes up assuming the full range is used.
Where’s the documentation for DCC? I downloaded GCN3 ISA, and I see no mention of it. I wanna see it to check if I can enable it for evergreen driver.
Meanwhile from a graphical perspective, to showcase the impact of delta color compression, NVIDIA sent over a pair of screenshots for Project Cars, colored to show what pixels had been compressed.
Good to know. Care to share? 🙂 I have seen similar tools out in the wild myself for Radeon.