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9 Posts authored by: sasa.marinkovic Employee

Adding to Radeon Software Crimson Edition’s enhancements for DirectX® 9, DirectX® 10, and DirectX® 11, Radeon Software 16.9.1 enables multi-GPU frame pacing support to DirectX®12 on all GCN-enabled GPUs and AMD A8 APUs or higher with GCN.

 

Frame pacing delivers consistency by increasing smoothness in gameplay. In multi-GPU (mGPU) configurations, GPUs render alternating frames and push each frame to your screen. Each render can be created at various speeds causing differences in frame time. With frame pacing enabled, frames are distributed evenly, i.e. with less variance between frames, creating liquid smooth gameplay. For more details, please watch the following video: Radeon Tech Talk: DirectX® 12 Multi-GPU Frame Pacing https://youtu.be/voCapB43F0k

 

A number of games currently take advantage of frame pacing in DirectX®12. Total War™ – Warhammer®, Rise of the Tomb Raider™ and the 3DMark® Time Spy benchmark also show smoother run-throughs.  

 

Let’s look at the some real-life scenarios:

 

 

 

 

 

With Radeon’s DirectX® 12 frame pacing enabled, the Radeon™ RX 480 delivers up to 35% lower 99th-percentile frame times in Rise of the Tomb Raider™ at 2560x1440 with Radeon Software Crimson Edition 16.9.1 pre-release driver.1

 

 

 

 

 

 

 

 

 

 

With Radeon’s DirectX® 12 frame pacing enabled, the Radeon™ RX 480 delivers up to 37% lower 99th-percentile frame times in Total War™ - Warhammer® at 3840x2160 with Radeon Software Crimson Edition 16.9.1 pre-release driver.2

 

 

 

 

 

 

 

 

 

 

With Radeon’s DirectX® 12 frame pacing enabled, the Radeon™ RX 480 delivers up to 44% lower 99th-percentile frame times in 3DMark® Time Spy at the 1440p Default preset with Radeon Software Crimson Edition 16.9.1 pre-release driver.3

 

 

 

 

 

 

 

 

 

If you were looking for smoother gameplay and to better your mGPU setup, try upgradimng to Radeon Software Crimson Edition 16.9.1.

 

Gurman Singh is a member of Software Marketing at AMD.

 

1. Testing conducted by AMD Performance Labs as of August 19th, 2016 on two Radeon™ RX 480s, on a test system comprising Intel i7 5960X CPU, 16GB DDR4-2666 Mhz system memory, Radeon Software Crimson Edition pre-release driver 16.9.1 and Windows 10 x64 using the game Rise of the Tomb Raider version 1.0 build 647.2_64 at 2560x1440 and very high preset with Direct X® 12 frame pacing enabled. PC manufacturers may vary configurations, yielding different results. Radeon Software Crimson Edition 16.9.1 pre-release driver running Rise of the Tomb Raider DirectX®12 on two Radeon™ RX 480 with frame pacing enabled delivers 99th percentile display change frame times of 15.9 ms vs.99th percentile display change  frame time of 24.5 ms with frame pacing disabled, which is 35% lower 99th-percentile frame times. Performance may vary based on use of latest drivers. Test results are not average and may vary. RS-62

2. Testing conducted by AMD Performance Labs as of August 19th, 2016 on two Radeon™ RX 480s, on a test system comprising Intel i7 5960X CPU, 16GB DDR4-2666 Mhz system memory, Radeon Software Crimson Edition pre-release driver 16.9.1 and Windows 10 x64 using the game Total War - Warhammer version 9483.873 at 3840x2160 and ultra preset with DirectX®12 frame pacing enabled. PC manufacturers may vary configurations, yielding different results. Radeon Software Crimson Edition 16.9.1 pre-release driver running Total War - Warhammer DirectX®12 on two Radeon™ RX 480s with frame pacing enabled delivers 99th percentile display change frame times of 24.2 ms vs. 99th percentile display change frame times of 38.4 ms, with frame pacing disabled which is 37% less variance. Performance may vary based on use of latest drivers. Test results are not average and may vary. RS-63

3. Testing conducted by AMD Performance Labs as of August 19th, 2016 on two Radeon™ RX 480s, on a test system comprising Intel i7 5960X CPU, 16GB DDR4-2666 Mhz system memory, Radeon Software Crimson Edition pre-release driver 16.9.1 and Windows 10 x64 using the game 3DMark Time Spy – GT1 version 2.1.2748 at Default 2560x1440 and the default preset with DirectX®12 frame pacing enabled. PC manufacturers may vary configurations, yielding different results. Radeon Software Crimson Edition 16.9.1 pre-release driver running 3DMark Time Spy – GT1 DirectX®12 on two AMD Radeon™ RX 480s with frame pacing enabled delivers 99th percentile display change frame times of 17.2 ms vs. 99th percentile display change frame times of 30.9 ms with frame pacing disabled, which is 44% less variance. Performance may vary based on use of latest drivers. Test results are not average and may vary. RS-64

Back in March, my colleague Carl Wakeland wrote an excellent blog describing all the reasons why audio is so important in VR. It’s a long read but well worth the time. As he puts it so articulately, what we hear is vital to our perception of reality. And achieving lifelike presence in virtual reality demands audio that sounds as real as the graphics need to look. Suspension of disbelief.

 

Audio that Feels Real

Creating audio that feels real when you’re in VR – when you can turn your head in any direction with continuous visuals - requires both physical acoustics-based sound modeling, and concurrent real-time audio physics calculations and processing. Conventional pre-baked approximations can offer acceptable experiences, but will fail to create the true presence necessary for full immersion.

 

The way to achieve immersive VR audio is by enabling a significant number of audio sources and processing them with real-time dynamic physics at low latency. This process allows humanly-unnoticeable delays between an input being processed and the corresponding output. However, it requires achieving a level of real-time performance in gaming scenarios that is not possible on the CPU alone. Because of performance limitations, physics-based audio engines have been forced to rely on statistically-derived physics – until now.

 

Physics-Based Audio Acoustics Rendering

Enter AMD TrueAudio Next. As part of AMD’s LiquidVR™ technology initiative aimed at enabling a fully immersive and comfortable virtual reality experience, TrueAudio Next is a scalable AMD technology that enables real-time dynamic physics-based audio acoustics rendering. It uses Radeon Rays (formerly AMD FireRays) to enable the entire soundscape to be modeled physically, with more than 32 stereo 2-second convolution sources.

 

We are thrilled today to announce that the TrueAudio Next open-source library is now available on GPUOpen.

 

TrueAudio Next stands out from the crowd thanks to the Asynchronous Compute Engines enabled by Radeon™ GCN and Polaris graphics architecture. It is a conventionally-held belief that using a GPU to render audio can cause too much latency, while also interfering with graphics performance. However, TrueAudio Next has the ability to leverage the powerful resources of GPU Compute, safely allowing the GPU to accelerate audio rendering. This is mainly thanks to a core element of this technology: Compute Unit (CU) Reservation.

 

AMD’s CU Reservation feature allows a limited set of CUs* to be partitioned off and reserved for as long as is required, offering a flexible and predictable reliable audio acceleration solution – isolating audio usage from graphics usage. [Note: AMD delivers the CU Reservation feature to AMD approved partners via the driver. The TrueAudio Next library can be used with or without CU Reservation.]

 

We are excited about the potential of TrueAudio Next, as it truly has the capacity to deliver spatially- and positionally-accurate audio to millions of consumers. It enables developers to integrate realistic audio into their VR content in order to achieve their artistic vision, without compromise. Combining this with AMD’s commitment to work with the development community to create rich, immersive content, the next wave of VR content can deliver truly immersive audio – that will sound and feel real.

 

Watch the video on AMD True Audio Next GPUOpen: TrueAudio Next - YouTube

Find out more at http://gpuopen.com/gaming-product/true-audio-next/

 

Sasa Marinkovic is Head of VR and Software Marketing for AMD. 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.

 

*Discrete AMD Radeon™ and FirePro™ GPUs based on the Graphics Core Next architecture consist of multiple discrete execution engines known as a Compute Unit (“CU”). Each CU contains 64 shaders (“Stream Processors”) working together.

A major step toward enabling high-quality video streaming and recording, Advanced Media Framework (AMF) 1.3 is now open sourced, providing the structure for high quality video recording and live streaming. AMF 1.3 SDK will enable developers of Radeon™ graphics cards to create GPU-based game capture programs for high-quality multimedia streams on their favorite sites.

 

What is AMF?

Part of our GPUOpen initiative, the Advanced Media Framework (AMF) is an OS- and framework-agnostic multimedia API that enables developers to leverage the power of AMD hardware for real-time processing of multimedia, and building and accelerating complete multimedia applications.

AMF enables developers to take advantage of AMD Video Engines (VCE and UVD), including comprehensive APIs for video encoding, decoding, pre-processing, and post-processing. Accelerated encoding and decoding through CPU offloading optimizes access to AMD devices by using the CPU, GPU, and hardware accelerators for multimedia processing.

 

AMF 1.3 SDK

With the AMF 1.3 SDK, developers can create high-performance video editing, transcoding, and playback applications, enable enhanced user experience on highly efficient wireless displays and remote desktops. Succeeding Media SDK 1.1, AMF 1.3 has been updated with many new features, including a H.265 codec that enables higher quality video playback up to 4k UHD — at the same bitrate as H.264.

 

Open source, the new AMF 1.3 SDK is freely downloadable through GPUOpen, and available for any developer to use. The new no-cost AMF enables developers to easily integrate the SDK into their multimedia applications.

 

The new AMF 1.3 SDK also includes the runtime in the driver package, reducing maintenance for developers on application updates. Applications which leverage open source AMF 1.3 will create a significantly improved GPU-based game capture program that enables high quality encoding of streaming and recording on Radeon™ GPUs.

 

At AMD, our GPUOpen initiative is vital to creating and providing powerful tools for developers. AMD constantly strives to support collaborations with companies that share our vision. Please subscribe to our newsletter to learn more about our commitment to open source software — and discover how GPUOpen is helping developers create a superior customer experience for all gamers.

 

Find out more at http://gpuopen.com/gaming-product/advanced-media-framework/

 

Gurman Singh is a member of Software Marketing at AMD.

DOOM released globally to critical acclaim on May 13th with OpenGL® support and today the studio announced that Vulkan™ support is now live.

 

Doom Image.JPG

DOOM - the brutally fun and challenging modern-day shooter experience – was developed at id Software, the studio that pioneered the first-person shooter genre.

As many of you already know, the Vulkan™ API is a descendant of AMD’s Mantle that supports close-to-metal control across Windows® 7, Windows® 8.1, Windows® 10, and Linux®. Compared to OpenGL, Vulkan™ substantially reduces “API overhead” – the background work a CPU does to interpret what a game asks of the hardware – to deliver meaningful features, performance, and image quality and expose GPU hardware features that wouldn’t ordinarily be accessible through OpenGL.

 

DOOM benefits from Vulkan support by using several great features:

 

Asynchronous Shaders: Using multiple command processors — the Asynchronous Compute Engines in AMD’s Graphics Core Next and Polaris GPU architectures — each queue can submit commands without waiting for other tasks to complete.

Shader Intrinsics or Shader Intrinsic Functions, also called built-in functions, provide a way for game developers to directly access graphics hardware instructions in situations where those instructions would normally be abstracted by an API. This approach has been used successfully on gaming consoles to extract more performance from the GPU — and now AMD is enabling PCs with the same capability.

Frame Flip Optimizations which basically pass the frame directly to the display once it’s ready, i.e. skips the copy and save.

 

As Robert Duffy, Chief Technical Officer of id software pointed out at the AMD event at Computex 2016, “Vulkan is a modern API, with roots to AMD’s Mantle technology, and it provides real benefits to both us as developers and the large community of gamers using a wide range of hardware. When you factor in additional AMD features, like true Asynchronous Compute, custom intrinsic instructions, and combine those with a raw speed of idTech 6, we believe the experience on AMD will be hard to beat.”

Performance numbers produced by AMD internal testing show the performance benefits of Vulkan versus OpenGL implementation:

  • Up to 27% faster performance at 1920x1080 using Radeon Software 16.7.1 and DOOM Vulkan on Radeon™ RX480 than with Radeon Software 16.7.1 and DOOM OpenGL.1
  • Up to 23% faster performance at 2560x1440 using Radeon Software 16.7.1 and DOOM Vulkan on Radeon™ RX480 than with Radeon Software 16.7.1 and DOOM OpenGL.2 

Now it’s time to gear yourself up with Radeon® graphics and experience the incredible performance of the Vulkan version of DOOM!

 

Sasa Marinkovic is Head of VR and Software Marketing for AMD. 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.

Liam Gallagher, Software Product Marketing, AMD, contributed to this blog.

 

Vulkan and the Vulkan logo are trademarks of Khronos Group Inc.

DOOM images and logo © 2016 Bethesda Softworks LLC, a ZeniMax Media company. DOOM and related logos are registered trademarks or trademarks of id Software LLC in the U.S. and/or other countries. All Rights Reserved.

  1. 1. Testing conducted by AMD Performance Labs as of July 6th, 2016 on the AMD Radeon™ RX 480, on a test system comprising Intel i7 5960X CPU, 16GB DDR4-2666 Mhz system memory, Radeon Software Crimson Edition driver 16.7.1 and Windows 10 x64 using the game DOOM on the ultra preset. PC manufacturers may vary configurations, yielding different results. At 1920x1080, Radeon Software Crimson Edition 16.7.1 running DOOM OpenGL scored 106.40 and Radeon Software Crimson Edition 16.7.1 running DOOM Vulkan scored 135.65 on AMD Radeon™ RX 480, which is 27.5% faster performance. Performance may vary based on use of latest drivers. Test results are not average and may vary. RS-43
  2. 2. Testing conducted by AMD Performance Labs as of July 6th, 2016 on the AMD Radeon™ RX 480, on a test system comprising Intel i7 5960X CPU, 16GB DDR4-2666 Mhz system memory, Radeon Software Crimson Edition driver 16.7.1 and Windows 10 x64 using the game DOOM on the ultra preset. PC manufacturers may vary configurations, yielding different results. At 2560x1440, Radeon Software Crimson Edition 16.7.1 running DOOM OpenGL scored 68.51 and Radeon Software Crimson Edition 16.7.1 running DOOM Vulkan scored 84.34 on AMD Radeon™ RX 480, which is 23.1% faster performance. Performance may vary based on use of latest drivers. Test results are not average and may vary. RS-44

 

  Good news for PC gamers seeking the latest tactical advantage: AMD’s new Radeon WattMan utility delivers full overclocking command and control of select AMD Radeon™ graphics cards. Gamers and power users seeking ultimate graphics performance and efficiency can use Radeon WattMan to help achieve higher graphics performance and frame rates, greater efficiency and power savings, cool and quiet operation, improved operational stability, and extended service life.

 

Based on gamer-acclaimed Radeon Software features, Radeon WattMan offers innovative new ways of controlling GPU voltage, graphics engine clocks, memory clocks, fan speed, temperature, and more. Comprehensive tuning features now include precise controls for overvoltage and per-state frequency curve for the GPU clock, enabling fine-tuning to achieve an optimal optimum playing experience for particular games or applications.

 

A new histogram displays and records GPU activity, clock speeds, temperature and fan speed, enabling users to visualize and understand how tuning parameters affect the performance of a particular game or application, and use that captured performance data for more precise configuration.

 

wattman.PNG

First introduced in the initial Radeon Software Crimson Edition launch, Radeon WattMan includes a per-profile overclocking feature that allocates a dedicated overclocking profile for each detected game. Launching a detected game automatically applies a dedicated overclocking settings profile, with configuration settings reverting to user-selected global defaults upon closing the game.

 

Radeon WattMan replaces the current AMD OverDrive™ and its tab in the Radeon Settings software application, and is compatible with Radeon™ RX 400 Series GPUs. Radeon WattMan combines unprecedented graphics fine-tuning capabilities and customized performance-enhancing configuration profiles in the intuitive and user-friendly Radeon Settings interface in the Radeon Software Crimson Edition.

 

Note: AMD’s product warranty does not cover damages caused by overclocking, even when overclocking is enabled via AMD hardware and/or software.

 

Sasa Marinkovic is Head of VR and Software Marketing for AMD. 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.

The Björk Digital Exhibition and AMD working together on the Björk ‘NotGet’ video directed by Nick Thornton Jones and Warren du Preez

 

There is very little introduction needed for Björk. She is a singer and actress, but first and foremost, an artist. Art is the outlet to her imagination. We are provoked by it, inspired by it, and encouraged by it.

Bjork_PhotoCred_Santiago_Felipe.jpgBjörk’s ‘NotGet’ Digital Exhibition is a ‘first of its kind’ creative and technical partnership with AMD. It is a premium VR dive into an intimate performance of her most personal and emotionally swaying songs. The directors of Björk's first mixed reality feature Warren du Preez and Nick Thornton Jones were able to utilize the latest reality capture, digital animation, games engine and playback technologies and techniques, affording Björk the broadest creative palette to draw from in this amazing new medium.

 

This immersive and interactive experience is powered by Radeon™ R9 390 graphics, which  paired with AMD LiquidVR™ technology enables full sense of “presence” that seems every bit as real as the physical world.

 

“Radeon graphics processors and their creative capacity for exploring new elements and creative expression are a fantastic tool, rendering our collaboration and work in progress to date on NotGet with Björk that is opening up a whole new dimension in immersive storytelling and how we experience new things,” said directors Nick Thornton Jones and Warren du Preez. “Collaborating with Björk within the dynamic audio visual spectrum of rendering real time motion graphics/animation in 'true' game engine based VR has allowed us to really explore and experiment and define new boundaries within the medium together.”

 

Using the HTC Vive, visitors engage creatively with Björk’s digital manifestation and performance, moving freely around the scene and painting with neon lights to reinforce the song’s positive outcome. Interaction with her dynamic visual narratives provides a new dimension of experience to Björk’s unique and astounding creativity.

 

Björk’s ‘NotGet’ Digital Exhibition will be live at the Miraikan in Tokyo, Japan starting June 29. There will also be an opportunity to see Björk at future tour locations in London, Houston and Reykjavik this year.

The Wall.JPG

Sasa Marinkovic is Head of VR and Software Marketing for AMD. 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.

We were excited to welcome Sulon Technologies on-stage with us at our GDC Capsaicin event today where they showcased an exclusive sneak peek of their upcoming Sulon Q headset: the world’s first and only all-in-one, tether-free, “wear and play” headset for virtual reality, augmented reality and spatial computing – realizing the promise of virtual and augmented reality made easy.

 

Sulon Q uses AMD’s 6th-generation A-Series processor for power-efficient and graphics-rich computing. Simple to use – with no wires or complicated tracking systems – the Sulon Q combines the power of the AMD FX-8800P Accelerated Processing Unit (APU) (that comes with AMD Radeon™ R7 graphics) with Sulon's Spatial Processing Unit, to deliver gaming console-quality graphics and full content immersion. This headset is yet another example of AMD powering a growing catalogue of VR headsets with the broad spectrum of AMD products.

 

InfoGraphic_AMD_SULON_Radeon_R7_V3.jpg

Fuelled by AMD Radeon™ graphics and harnessing AMD LiquidVR™ technology to enable smooth and responsive VR experiences, Sulon Q represents the latest in an ever-expanding AR/VR market. It features unique spatial mapping technology, which scans your environment and gestures in real-time, and virtualizes them so you can interact with objects in ways never before possible – change the ambience and lighting of your room by adding a virtual fireplace, or augment your productivity with a full-surround computing workspace wherein you can manipulate holographic Windows® 10 panels. It's incredibly sophisticated technology that's absolutely simple and intuitive to use. You put it on, turn it on, and you're immersed in a virtual world that almost indistinguishably feels and interacts as you would expect from the real world.

 

Atmospheric enhancements and remarkable efficiency gains are only the start, though, as the Sulon Q is primed to completely transform how you watch movies and play video games. Sulon compatible movies and games will change looking at flat, 2D scenes into 3D, interactive and customizable viewing opportunities that place you at the center of the action. Imagine locking on your Sulon Q headset and being thrown in the heat of a melee with hordes of high-tech soldiers bent on your demise, or emerging from a portal realm of a monster serpent only to have the beast follow you back into your living room. That is an imaginable future of entertainment made possible by Sulon.

 

Sulon Q is an industry-first as well as a catalyst for a new class of virtual- and augmented-reality simulations and entertainment possibilities. And it's a great showcase for what companies can do with AMD technologies to enable exceptional interactive and immersive VR experiences.

 

Sasa Marinkovic is Head of Software and VR Marketing for AMD.

Today Valve released the SteamVR Performance Test, one of the first available virtual reality tools to help consumers identify graphics cards ready to power premium virtual reality experiences on the HTC Vive headset.

 

This Performance Test is based on the Source 2 engine and features high quality VR content from the Aperture Science Robot Repair demo designed for the HTC Vive. Nonetheless, the test can be run on any PC and does not require a VR headset. It’s available for anyone to download and test their own system.

 

The test employs a technique called dynamic fidelity, which automatically adjusts image quality as required to avoid dropped frames that can break the sense of presence critical to VR experiences. The CPU and GPU hardware is then assigned one of three categories (‘VR Ready’, ‘VR Capable’, or ‘VR Not Ready’) based on the average fidelity level attained. ‘VR Ready’ is the highest achievable level of experience possible.

 

AMD is pleased to report that our Radeon R9 390, Nano, and Fury series GPUs are all able to achieve ‘VR Ready’ status. This performance is a great testament of the work AMD has done with Valve and other technology partners to deliver the best VR experience with our products through the AMD LiquidVR™ initiative.

 

In addition to the component ratings, the Performance Test provides frame-by-frame data regarding rendering time and fidelity level, along with an average fidelity rating and a dropped frame counter.  ‘VR Ready’ products must maintain an average fidelity of 6 (High) or better with no dropped frames.

 

Below is a small chart summarizing the results by GPUs with system configuration details, should you need a reference point in running the benchmark yourself.*

 

Last year at GDC we talked about multi GPU scaling in VR, where the application lets one GPU render for the left eye, and the other GPU for the right eye. Though the work implementing multi-GPU into this application is not finished, it’s already showing significant performance uplift over a single GPU on Radeon cards.

 

As you can see and verify for yourself, Radeon R9 products are perfectly positioned to deliver superior VR experiences for the HTC Vive headset– whether you choose the R9 390 or opt for a true enthusiast product like the R9 Fury, AMD Radeons are in a position to deliver a better VR experience than their direct competitors for this headset. We’re especially proud of the Radeon R9 Nano’s performance in this VR test that is unmatched at its mini-ITX form factor. There’s also a wider selection of Radeons currently available that are capable of attaining the ‘VR Ready’ status than the competition’s offerings.

 

We’re very excited about the upcoming HTC Vive and SteamVR experience. We are also thrilled to bring superior grade VR capability not only to millions of Radeon users who can rest assured that their GPUs are ready to drive the HTC Vive headset, but also to those thinking about buying one of the above-mentioned cards to power a premium VR-Ready experience.

 

Sasa Marinkovic is Head of Software and VR Marketing for AMD.

Radeon Software Crimson Edition was released on Nov 24 – and the community response has been remarkable. Here are some mind-blowing stats:

  • Crimson Edition drivers have been downloaded an astonishing 2.5 million times.
  • AMD videos on YouTube announcing Crimson Edition have been viewed almost 250,000 times.

 

You're clearly as excited about our new software as we are, so we'd like to say thank you for your support and enthusiasm.

 

As part of the Radeon Software Crimson Edition rollout, we promised to actively solicit user feedback, rapidly respond to software issues, and execute quick-turnaround software updates. We've been proactively monitoring the forums and online activities and our dedicated software team has been working on reproducing, debugging and fixing these issues since the driver release. We're pleased to report that a mere six days after the Radeon Software Crimson Edition launch we're releasing our first rapid-response software update that adds a number of stability improvements, fixes for software issues reported by our user community, and day-one support for issues reported on Just Cause 3.

 

Resolved Issues with Radeon Software Crimson Edition 15.11.1 Update

  • [82050] Star Wars™: Battlefront - Snow flickers in a few locations in the game
  • [82240] Star Wars™: Battlefront - Sky rendering may be broken in some game locations
  • [82645] Fallout 4 - The compass may flicker during gameplay on AMD Radeon R9 390 Series products. We continue to investigate the issue with AMD Radeon R9 290 and AMD Radeon R9 295X2 Series products
  • [82667] Star Wars™: Battlefront - Shadowy textures are visible around hills/structures/caves
  • [81890] Just Cause 3 - Texture corruption may be experienced during gameplay
  • [54874] Call of Duty: Black Ops 3 - Poor AMD Crossfire™ technology performance may be experienced
  • [82338] The driver installation may fail while installing the ACP component
  • [82426] The font size in Chinese language installations may be too small
  • [82438] The label range values in some AMD FreeSync™ technology installations may be incorrect
  • [82536] The Radeon Settings dropbox does not close when it is clicked on a second time
  • [82603] The AMD OverDrive™ fan settings is always set to ON after first edit on reboot
  • [82586] Language shows up as Chinese Simplified when Chinese Traditional is selected in Windows® 7
  • [82656] Radeon Settings crashes on the Display tab when cloning a display via HDMI on some notebooks
  • [82671] AMD OverDrive fan speed is reset to Manual on exiting from a 3D game or application. Users will have to reset their AMD OverDrive pages to ensure issue is fixed
  • [82766] Radeon Settings does not get upgraded in some install scenarios
  • [82691] AMD OverDrive™ cannot revert to default settings in some situations

 

Our user community can report their issues here: www.amd.com/report. We thank our community for their feedback and support and helping us make Radeon Software Crimson Edition great.

 

Download Radeon Software Crimson Edition updates for 32-bit and 64-bit operating systems.

 

 

Sasa Marinkovic is Head of Software Marketing for AMD. 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.