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AMD announces GPUOpen - Open Sourced Gaming Development

Soldato
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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.

http://www.pcper.com/reviews/Graphics-Cards/AMD-Announces-GPUOpen-Open-Sourced-Gaming-Development

Interesting times ahead I'm sure.
 
AMD’s Answer To Nvidia’s GameWorks, GPUOpen Announced – Open Source Tools, Graphics Effects, Libraries And SDKs

AMD is announcing their GPUOpen initiative today. They’re further moving towards the open-source in both gaming and with compute. This is an expansions of their focus to let the industry have all the tools necessary to successfully support their own individual needs, without the need for a static black-box solution that might be inefficient.

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Link: http://wccftech.com/amds-answer-to-...-source-tools-graphics-effects-and-libraries/
 
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This is great news, Richard Huddy mentioned during a speech that he was going to go into a meeting to discuss this very idea with management at least a year ago. I'm pleased to see this is going ahead as I thought it had been shelved.

Lots of positive news from the new Radeon Technologies Group recently, let's hope we can see all these things in action soon as Nvidia needs competition (almost every recent game uses gameworks).
 
The only way this would succeed is if AMD pushed it into console development. I know Havok was bought by Microsoft so maybe that would encourage Devs to move away from Physx in some games but AMD needs the console space before it will be taken up by PC devs.

Also they need to have alternatives to Gameworks libraries rather than just a couple of libraries which are probably already open source anyway.
 
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.

Thats all good, in fact its a great idea.
(Open Box) direct access to the GPU will enable a much richer potential of effects libraries with none of the crippling performance issues we often see with other libraries.

I suspect many mainstream big name Developers will use this as a benefit to themselves, tho they may not want to share their creations with others, i don't know what AMD's policy would be on this? usually if you use OpenSource tools you have to leave your own source code open.

Others will actively want to use this to share their work.

It could end up as something with a rich library of effects, perhaps even something of a mini movement involving enthusiasts.

I'm very much looking forward to seeing how this evolves during 2016 :)

Well done AMD, you finally did it. great work. :cool:
 
Good to see and with TressFX being open, it has proved that tech can be beneficial to both AMD and Nvidia (and I guess Intel). I loved all the games that TressFX is in :p
 
Didn't see this thread so I'll add my comment here.
So long has everyone gets to use and enjoy without hurting anyone am all up for it..
But name say it all really open..

Interesting times..
 
The only way this would succeed is if AMD pushed it into console development.

Sorry this is something that I really don't understand. AMD only make the APU in the consoles, not the entire console. I imagine that they have next to no say in what direction Microsoft and Sony want to take the consoles.
It would be like Vishay telling AMD/NVidia what direction to take their GPU line in.
 
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