AMD Gaming

8 Posts authored by: stellahklee


Posted by stellahklee Apr 3, 2014


At AMD, we’re committed to enabling the best possible PC experiences, and today, we’re helping you bring your desktop PC experience with you on-the-go.


Recently, Splashtop® announced that their Splashtop Streamer application is now optimized for select AMD Radeon™ GPUs and APUs, allowing users to stream content, such as games and videos, from  their AMD-powered desktop PCs with super low latency.


Splashtop® Streamer is the ultimate remote desktop application for your PC, allowing you stream your Windows desktop to a variety of mobile devices running Windows, Android and iOS. You can remotely access your AMD-powered desktop PC from your notebook, tablet or phone so you can stay in the zone, virtually whenever and wherever. And of course, when you are connected to the same local area network as your PC, you can stream your favorite PC game to your mobile device and experience high quality graphics.

For a limited time, we are excited to announce a FREE bonus offer for the Splashtop® Remote Desktop Application to activate the configurable shortcuts and virtual joystick  (in-application add-ons). This is being offered as a bonus, opt-in option within the Never Settle Forever program when you purchase an eligible AMD Radeon™ graphics.


With our promo code for the configurable shortcuts and virtual joystick, you’ll enable configurable on-screen shortcuts for Microsoft Office apps, games, media players, browsing, file navigation and more. And with the virtual joystick (e.g. configurable game pad), you can transform your touch-driven tablet or phone into a portable remote gaming machine. This promotion code will also be bundled with select AMD A-Series APUs at a later date. See for more details.


Participants will have access to this service for a period of three months, from the time of activation. After three months, users can continue to continue paying Splashtop for the service, or use the Splashtop® Remote Desktop Application free of charge without the configurable shortcuts and virtual joystick.

We’re excited for this collaboration with Splashtop and hope you are too. Which desktop PC tasks are you most looking forward to bringing with you on-the-go?



Roger Quero is a senior technology manager at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only. Unless explicitly stated, AMD is not responsible for the contents of such links and no third party endorsement of AMD or any of its products is implied.

In our industry, one of the toughest decisions we continually face is how open we should be with our technology. On the one hand, developing cutting-edge graphics technology requires enormous investments. On the other hand, too much emphasis on keeping technologies proprietary can hinder broad adoption.


It’s a dilemma we face practically every day, which is why we decided some time ago that those decisions would be guided by a basic principle: our goal is to support moving the industry forward as a whole, and that we’re proud to take a leadership position to help achieve that goal.


The latest example of that philosophy is our work with dynamic refresh rates, currently codenamed "Project FreeSync”. Screen tearing is a persistent nuisance for gamers, and vertical synchronization (v-sync) is an imperfect fix. There are a few ways the problem can be solved, but there are very specific reasons why we’re pursuing the route of using industry standards.


The most obvious reason is ease of implementation, both for us from a corporate perspective and also for gamers who face the cost of upgrading their hardware. But the more important reason is that it’s consistent with our philosophy of making sure that the gaming industry keeps marching forward at a steady pace that benefits everyone.


It sometimes takes longer to do things that way — lots of stakeholders need to coordinate their efforts — but we know it’s ultimately the best way forward. This strategy enables technologies to proliferate faster and cost less, and that’s good for everyone.


The same philosophy explains why we’re revealing technology that’s still in the development stage. Now’s our chance to get feedback from industry, media and users, to make sure we develop the right features for the market.  That’s what it takes to develop a technology that actually delivers on consumers’ expectations.


And Project FreeSync isn’t the only example of this philosophy and its payoffs. We worked across the industry to first bring GDDR5 memory to graphics cards— an innovation with industry-wide benefits. And when game developers came to us demanding a low-level API, we listened to them and developed Mantle. It’s an innovation that we hope will speed the evolution of industry-standard APIs in the future.


We’re passionate about gaming, and we know that the biggest advancements come when all industry players collaborate. There’s no room for proprietary technologies when you have a mission to accomplish. That’s why we do the work we do, and if we can help move the industry forward we’re proud to do it for everyone.


Jay Lebo is a Product Marketing Manager at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites are provided for convenience and unless explicitly stated, AMD is not responsible for the contents of such linked sites and no endorsement is implied.

Post by Ritche Corpus, Director of ISV Gaming and Alliances, AMD


Last month at our unveiling of the AMD Radeon™ R9 and R7 Series GPUs, we announced a technology called Mantle. Mantle is poised to revolutionize graphics performance on PCs by giving developers low-level access to PC graphics hardware for the very first time.


From a mile-high perspective, Mantle is the harmony of three essential ingredients:

  1. A thin driver within the AMD Catalyst™ software suite that allows applications to speak directly to the Graphics Core Next architecture.
  2. A Graphics Core Next-enabled graphics chip, such as the AMD Radeon™ R9 Series, R7 Series or HD 7000 Series GPUs.
  3. And an application or game engine written to utilize the Mantle SDK, such as the Frostbite™ 3 engine within Battlefield™ 4.


Working in concert, these three ingredients provide a complete hardware/software stack that’s able to take advantage of an incredibly efficient and low-overhead rendering pipeline. To put a fine point on it, Mantle is a graphics language that’s symbiotic with the Graphics Core Next architecture, which developers can use to augment their game engine for ideal performance on that architecture.


Our Mantle project is governed by four key principles…


Essential principle #1: Helping developers


Mantle represents years of collaborative effort between the gaming industry and AMD, and it comes at their request. Over the years, game developers have often expressed they long for a more efficient way to harness the power of the GPU on PCs, and for a way to streamline the writing of efficient graphics code on multiple platforms.


At present, each console currently available for purchase on today’s market runs a substantially different graphics architecture from the next. And each of those consoles substantially differs from the graphics hardware available in the latest PC video cards. That’s quite messy for developers, who must now make some difficult choices for the precious commodity that is their development time:

  • Do they spend their time optimizing performance for each specific graphics architecture? The opportunity cost is that they now have less time to spend on implementing unique graphical effects.
  • Do they emphasize the performance and image quality of a specific graphics architecture? The opportunity cost is that the other platforms suffer.
  • Do they spend their time optimizing the PC or console versions of the game? The opportunity cost is that either PC gamers or console gamers suffer. Maybe a PC version of the game never exists at all, comes at a significant delay, or at best suffers from “consolitis” (a practice in which a PC game is principally designed to accommodate console systems). We’re positive you can think of some examples.


The preeminence of Graphics Core Next is the hardware answer to these concerns, unifying the console ecosystem (and much of the PC market) under a common graphics architecture. But Mantle is the software remedy for these difficult choices, allowing developers to uniformly work across multiple platforms in a single endeavor—consoles and PCs may be treated equitably.


It’s not that Mantle is the initial language with which developers are writing their games on each platform, as some have surmised; the point of Mantle is that it’s easy to reuse, in whole or in part, the development effort expended on the next-generation consoles when bringing the same game to life on the PC.   This is because Mantle allows developers to use the same features and programming techniques they are already utilizing for next-gen game consoles.  And while the initial iteration of Mantle is intended specifically for PCs, it has been designed from the beginning to be extensible to other platforms as well.


Mantle aside, the gaming industry’s practical standardization on the Graphics Core Next architecture alleviates a considerable burden on developers. Developers are now significantly less concerned with learning the intimate inner-workings of half a dozen graphics architectures, and that affords them with the opportunity to spend more time on making a game look great or run great.


Essential principle #2: Helping PC gamers get better performance


Performance brings us to the second essential principle.


The PC gaming environment is a maze of “abstraction layers,” or pieces of software that attempt to obfuscate the hardware behind a common software interface that can speak to many different graphics architectures with a common language.


While a common language is good for broad compatibility, heavy abstraction can cause a reduction in graphics performance. Abstracting the hardware for broader compatibility also has the consequence of preventing developers from taking advantage of unique hardware features that cannot be accessed with the common language.


Mantle will be exposing a large variety of hardware features not currently available in existing graphics APIs. Those features will be used to improve graphics performance and to allow new graphics algorithms to be implemented.


With respect to performance, different graphics architectures yield optimal performance when game code is written in a certain way. There are always multiple routes to achieving a certain graphical effect in the code, but the performance difference between the optimized way and another way can be quite substantial. Today’s graphics APIs still offer the flexibility to take multiple approaches, but none of them will be as efficient as directly accessing the GPU hardware via a minimal abstraction layer, which is what Mantle provides.


As a company, we do not chase one or two percentage points of performance when we set our minds to a project as elaborate and historic as Mantle. While it remains too early to disclose performance figures, we expect you will be pleasantly surprised when Battlefield™ 4 is patched to support Mantle in December. And with a Mantle back-end baked into Frostbite™ 3 you can expect other games based on this engine to reap all of its benefits.


Essential principle #3: Bringing innovation back to graphics APIs


It wasn’t that long ago that graphics APIs were an arms race to continuously provide the flashiest graphics and the best performance as quickly as the schedules for these things would allow. But you’ve probably noticed that the pace has slowed as of late.  Developers have long been waiting for innovations in graphics APIs that would enable them to drive their increasingly-complex rendering workload more efficiently. A typical example of this would be the ability to process draw calls in parallel onto multiple cores to avoid CPU bottlenecks. Access to more GPU hardware features is another. Gamers deserve better, and we want to give that to you. As a complete graphics API, Mantle must be capable of coding and rendering all the in-game effects you see today. But Mantle also needs to be sufficiently extensible so that we can collaborate with game studios to create the effects of tomorrow—and it is extensible!


Mantle is not a replacement for industry-standard APIs like Microsoft’s DirectX.  There is and will continue to be a need for graphics programming interfaces and languages that can support a broad range of existing and future GPUs.  Mantle complements these programming models by providing new options for those developers looking to extract more from the platforms they spend much of their time working on.  We believe it will also serve as a proof-of-concept that will guide the evolution of industry-standard APIs in the future.


The beauty of Mantle is that it was born and raised in the loving arms of people who are relentlessly obsessed with pushing the envelope of PC graphics: AMD’s graphics division, and powerful developers like DICE. At AMD, we crave games that push our hardware to the limits; we don’t design new and more powerful hardware to support the status quo. And at DICE, brilliant software engineers are constantly looking to push their game engines to new degrees of realism. Everyone loves being dazzled by spectacular graphics!


Together we are working on a philosophical and practical vision for how games should look and run in the future, and how we can get to the future from where we are today. Mantle has the adaptable and upgradeable nature to support that effort.


Essential principle #4: Don’t break games


While Mantle is uniquely optimized for PCs containing the Graphics Core Next architecture, we recognize there other architectures in the market. Gamers with these architectures deserve good gameplay just as much as anyone else, and we have t designed Mantle in a way that respects their right to game well.


Developers using Mantle are free to implement whatever optimizations they choose to maximize the performance of their game for everyone. Now, more than ever, Mantle assures that the choices a developer must make to optimize their game code for the leading PC graphics architectures are non-interfering choices.


Where Mantle goes from here


In short, Mantle is a new and better way to bring the code developers are already writing for next-generation consoles to life on the PC. It achieves this by being similar to, and often compatible with, the code they are already writing for those platforms. The ultimate goal of Mantle is to give gamers the ultimate performance in compatible games, and doing that in such a way that developers are free to put forth whatever effort is required to ensure optimal performance for competing platforms.


With that in mind, there is still much to be said on Mantle, and we will do that at the AMD Developer Summit (APU13), hosted at the San Jose Convention Center from November 11 to 13. Johan Andersson, Chief Architect at DICE, will be presenting a keynote about Mantle at APU13 and you can expect exciting new Mantle partner announcements as well.


Pleased stay tuned, and we look forward to your feedback in the weeks ahead.


Ritche Corpus is the Director of ISV Gaming and Alliances at AMD. His postings are his own opinions and may not represent AMDs positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only. Unless explicitly stated, AMD is not responsible for the contents of such links and no third party endorsement of AMD or any of its products is implied.

Guest post by Dennis Fong, CEO and founder, Raptr



We at Raptr are proud to announce our collaboration with AMD and the beta launch of the AMD Gaming Evolved App Powered by Raptr, the ultimate desktop gaming app for the PC gamer.


PC gaming is the pinnacle of high-fidelity gaming, with amazing technology and performance -- but it’s not always easy. Users have to do the optimizing themselves, which can lead to bad gaming experiences, and there’s no Xbox Live-like service to bring everyone together.


But the AMD Gaming Evolved App is designed to make PC gaming systems as easy to use as consoles. With the app, AMD users will get the most out of their gaming experiences thanks to customized optimal game settings for their rigs, earn real rewards (see below) just for playing games, and have access to in-game tools such as broadcasting live video via Twitch, taking screenshots, web browsing, and chat.


With a single click in the app's Control Center, gamers will be able to optimize their games based on performance, quality, or a balance of both for their AMD hardware. Optimal game settings are determined using system and game data captured from millions of PCs stored in Raptr's Cloud combined with extensive testing of various combinations of GPUs, CPUs, and resolutions. The Control Center will also be the hub for gamers to access Raptr's tens of thousands of dedicated game communities for the latest discussions, strategy, streams, and more.


The Gaming Evolved App also includes our Raptr Rewards, so AMD users can earn rewards just for playing the games they love. Free games, DLC, betas, in-game items, discounts -- we’ve given away over $20 million worth in the last year!


We’re excited to help you get the most from your games with the AMD Gaming Evolved App Powered by Raptr -- you can download the beta now, right here!


Dennis Fong is the CEO and Founder of Raptr, the leading community that helps connect more than 18 million gamers share and discover content about the games they love. Fong previously co-founded three companies: Xfire, an instant messenger designed for PC gamers that reaches over 15 million users (acquired by Viacom/MTV for $120 million); Lithium, the leading provider of Social CRM solutions for the enterprise; and, rated the #1 gaming portal by Nielsen in ’99.  Better known as “Thresh” in gaming circles as the world champion of Doom, Quake, and Quake II, Fong was called the “Michael Jordan of video games” by the Wall Street Journal and “King of the Gamers” by the Washington Post.  Fong was also the world’s first celebrity pro gamer and once won John Carmack’s Ferrari in a Quake tournament.

Dennis’ postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only. Unless explicitly stated, AMD is not responsible for the contents of such links and no third party endorsement of AMD or any of its products is implied.

Guess who’s back? It has been five years since we last heard of AMD’s iconic character, Ruby.  You caught a glimpse of new and improved Ruby during our live stream of GPU14 but the question remains – where has she been since 2008?


Well, we asked our most passionate fans on the AMD Gaming Facebook page to help us write her backstory. Here’s Ruby’s official backstory that YOU helped us weave: 


Part 1

Awaking, Ruby hesitates to open her eyes. For a second, she forgets where she is: home. She has come home. Still, the idea seems so foreign. For five years she fought to get back here and, now that she has, it doesn’t seem real. In the darkness, her communicator blinks a steady, solitary red light, offering an assignment. She sits up.


“Lights on,” she says. Time accelerates as the room whirs to life. Lithe and nimble, she speeds through her routine – swathing herself in red she is dressed and armed in a flash. Breakfast can wait. She glides toward the door.


Passing a reflection device, she pauses, leaning close to the screen and sweeping her scarlet hair back. The time away has changed her. Unconsciously, she clenches her right fist, producing a gentle metallic sound as her fingers come together. Catching herself, she touches her arm and whispers, “Doesn’t even itch.”


Her hand feels as though blood still runs through it. How is that possible? Spreading her fingers, she senses strength coursing through them. She can waste no more time. She grins, her lip curling slightly on one side. She has a score to settle.




Part 2

Ruby never hits red lights. Well, if she does, she certainly doesn’t stop. The entire car shakes as the city blurs by, neon signs flashing in the corners of her eyes. Behind the wheel, she feels at home. It’s been so long since she’s had this much control. The years away changed her, weakening her resolve…for a time at least.


Now, her strength has returned; in fact, she’s more powerful than ever before. Still, she can’t help thinking back on the lost time. Even as she speeds through the city, sure of where she is going, confident and close to revenge, the memories rush back to her.


Those fools looked so surprised when they “caught” her. Not a single one of the Optico agents thought it strange that she was so easy to apprehend, even after so many years of chasing her around the globe and coming up empty.


It seemed like a great plan: get captured, infiltrate Optico Industries and destroy it from the inside out. She had never expected to get hurt. Upshifting, her right hand clenches the gearshift a little too tightly. She’s still learning to control her new arm. She barely remembers her old one, but she’ll never forget the day she lost it…




Part 3

As Ruby rounds a corner, she downshifts deftly. Oddly, her cybernetic arm feels equally a part of her and the gearshift. That took time, but now she feels strength coursing through it. With every passing moment, every microsecond, she has more control. She is ready to seek vengeance.


Thinking back, she recalls her old arm with only the slightest hint of nostalgia…


For Ruby, “surrounded” is usually a good thing. Encircled by robotic goons atop Optico Industries’ worldwide headquarters, she grinned. Rain fell heavily, mussing her scarlet hair. It was the first time in months that she had been outside. She breathed in deeply while glancing from left to right, counting her adversaries and evaluating her next move.


She had to even the odds. The thugs sprang forward in unison – so predictable – and she leapt upward, laughing aloud as they fell into one another, many short-circuiting immediately. Pulling a jagged piece of metal from the wreckage, she was armed. I could do this blindfolded with one arm tied behind my back, she thought.




With devastating speed, she was ahead by three, four, five moves, maybe more. The rooftop shook as she cut a swathe through the throng, circling back with robots falling behind her in groups, dropping in a staccato rhythm. Suddenly, she was alone…or so she thought.


It happened in a flash. One forgotten enemy hidden in the smoke of battle, one second, one arm gone forever and, worst of all, the one that took it managed to get away. That wouldn’t be the end of it. She tied the tourniquet with her remaining arm. Ah, the irony.


Ruby grinned, her wet hair blowing in the wind. She knew what she had to do next…


Part 4

The car charges on through city streets. Moving forward, Ruby continues to think back…


The rooftop had changed everything. Ruby had lost an arm, yet regained her freedom. The journey that followed, from skyscrapers to slums to shipyards and, finally, to a mountainside hideaway would have been arduous with two hands. It was nearly impossible with one.


But she made it, spurred on by the hope of what she might find there, her stubborn resolve and a burning desire for vengeance. For what seemed like months, she climbed. It was worth it. In the shadow of a snowy peak, she found an old friend, a hidden laboratory, and her salvation in the form of a cybernetic arm. That was just the beginning.


The training that followed was painful and slow. At first, every time she tried to pick something up, it would slip through her right hand. She went through three communicators in the first week. Her sword destroyed countless floor tiles. Coffee mugs were never safe and don’t even get her started on the laser pistol incident.


Initially, she used the metal appendage like a blunt instrument, flinging it about and cutting down practice bots. It was effective albeit unsophisticated. Slowly though, she began to master it, dancing along the slopes, striking with not just force but precision. Still, she could not close her fist. That was a long time ago; things have changed. She is more powerful than ever before.


In the present, the interface windshield screen of her car pinpoints her target, blinking in red. Sure, it’s only another job; another mess to clean up. But this one will be different. He will be there. She stifles a laugh. “He” still seems like an odd way to think about a combat robot, even one of such lofty rank and proven intellect. Energy pulses through her arm.


In a way, I owe him a debt, she thinks, tightening her cybernetic fist. He will get exactly what’s coming to him. With every block, revenge gests closer. Ruby grins as she presses down on the gas pedal.


Are you excited for the return of Ruby?

Stella Lee is PR Manager, Component & Enthusiast at AMD.  His/her postings are his/her own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only.  Unless explicitly stated, AMD is not responsible for the contents of such links, and no third party endorsement of AMD or any of its products is implied.

E3 2013 is finally here and the Los Angeles Convention Center is buzzing with excitement. 

Here at the world’s leading gaming expo, AMD is incredibly excited to collaborate with EA for their Battlefield™ 4 livestream.


More than 2,000 lucky gamers will have an opportunity to play the highly anticipated game on the show floor and test their skills on the latest installment of this legendary franchise. Dominate or be dominated will be the question as gameplay will be projected across the venue on the big screen for all to witness.

More importantly, we want to help bring the exclusive Battlefield 4 experience to YOU. If you didn’t make it to E3, that's okay! You don’t have to be at the show to get a sneak peek - all you need is this livestream:

Watch live video from BATTLEFIELD on

Aside from gameplay, the livestream will feature interviews and segments from the E3 show floor, including the latest from AMD.

This is just the beginning so follow AMD at E3? Check out our activities via social media, on our Facebook and Twitter pages or by following #AMDE3.

53201B_AMD_Gaming_E_RGB.png BF3logoSIGNATURErgb.png DICE_white_TM.png

Peter Ross is Marketing Manager for Gaming Evolved at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only. Unless explicitly stated, AMD is not responsible for the contents of such links and no third party endorsement of AMD or any of its products is implied.

AMD is making its way to E3 (Electronic Entertainment Expo), the world’s premier trade show for all things gaming, taking place from June 11 to 13, 2013 in Los Angeles, California.


So far, 2013 has been a big year for AMD, especially in gaming, so we’re incredibly excited to be at E3 to share our latest technologies with gamers everywhere.


Our motto at E3 this year is BE INVINCIBLE.

Guided by our Unified Gaming Strategy, we’re relentlessly forging ahead to push the boundaries of elite experiences in gaming. Our strong industry partnerships and innovative technologies enable us to power gaming experiences across consoles, cloud platforms, tablets and PCs: AMD is Your Core of Gaming.


E3 attendees will be able to experience AMD-powered next generation gaming in person. Our newest innovations in desktop, tablet, notebook and console processing, and the latest AMD Radeon™ graphics cards, will all be on full display.


Expect announcements of new gaming partnerships with game developers from us as well.


If you’re attending E3, you can find us in the South Hall at booth #423. I hope to see you there so we can talk about the AMD commitment to games and gamers, and you can go hands-on with a complete range of state-of-the-art computing solutions at our booth.


At the show, you can also get up close and personal with our executives like Roy Taylor (@AMD_Roy), VP of global channel sales and Matt Skynner, VP and general manager of graphics.


Follow our E3 activities at your leisure via social media, on our Facebook and Twitter pages or by following #AMDE3.


With AMD-powered gaming technology, we want you to feel unstoppable as a gamer. Do you feel INVINCIBLE?


John Taylor (@JTRex) is Corporate VP of Communications and Industry Marketing at AMD. His postings are his own opinions and may not represent AMD’s positions, strategies or opinions. Links to third party sites, and references to third party trademarks, are provided for convenience and illustrative purposes only. Unless explicitly stated, AMD is not responsible for the contents of such links and no third party endorsement of AMD or any of its products is implied.

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