The issue that AMD, NVIDIA, and game developers have to work around is a divided development ecosystem. While on the console side programmers tend to have very close to the metal access on CPU and GPU hardware, that hasn’t been the case with PCs until very recently. AMD was the first to make moves in this area with the Mantle API but now we have DirectX 12, a competing low level API, that will have much wider reach than Mantle or Vulkan (what Mantle has become).
AMD also believes, as do many developers, that a “black box” development environment for tools and effects packages is having a negative effect on the PC gaming ecosystem. The black box mentality means that developers don’t have access to the source code of some packages and thus cannot tweak performance and features to their liking.
Starting in January AMD will enable access to the GPUOpen software stack on GitHub with the following set of tools and effects to get things jumpstarted. There isn’t anything in this table that is new but there is plenty that is interesting and useful to game developers. TressFX has been successfully implemented and the various Fire-based SDKs look impressive in the demonstrations that I’ve seen. LiquidVR is definitely going to be a big part of the movement to virtual reality with many high-level developers telling me that its implementation of low latency rendering pathways has advantages over the GeForce products.
AMD’s GPUOpen is its solution to the problem: offering unprecedented access to the GPU through APIs and SDKs, starting and cultivating an open source software suite that includes effects, tools, libraries and SDKS, and inviting participation from other hardware and software vendors to add and modify all parts of this package.