AMD and Samsung Develop Dense Geometry Format DGF as a Vulkan Standard to Revolutionize Ray Tracing and 3D Rendering Performance across Mobile and Desktop Platforms
The open standard for ray tracing implementation now includes the new Dense Geometry Format which AMD and Samsung developed together. AMD achieved its first significant success when it completed the first phase of its project to transform 3D rendering development. The company has partnered with Samsung to create a Vulkan extension which multiple vendors will use to implement the Dense Geometry Format DGF technology.
The technology uses a block based compression system which enables it to manage extensive geometric content that occurs in both gaming and virtual production environments. AMD plans to use graphic processing unit hardware for compression support because it will resolve the memory and latency challenges which currently impede ray traced applications.
Modern graphics systems encounter their main issue because of the storage method which uses triangle data. The rasterization process required developers to use vertex and index buffers during the last 20 years. Vendors required new acceleration structures because ray tracing functioned as a proprietary technology which operated like a closed system.
The design compels drivers to process data conversions during runtime which causes higher memory demand and results in frame rate instability. Current hardware structures fail to deliver the necessary capacity to handle the detailed graphics required by contemporary engines which include Unreal Engine and its Nanite technology. The standardized format for geometry which DGF provides functions like the texture compression standards which DXT and ASTC established in previous years.
AMD has continued to build DGF as a standard since it published its first research paper in July 2024. The company has already released an open source toolchain for engine integration and developed a proof of concept for animated geometry. The latest update to the AMD DGF SDK introduces a preview of DGF SuperCompression.
The technology reduces file sizes while enabling DGF content to function on devices which do not have native DGF support. The updates enable technical artists and developers to work with high density models in their workflows while maintaining application performance.
Mobile 3D graphics development depends on the Samsung partnership as its crucial first step. Gabe Dagani the Senior Director of GPU Software at Samsung noted that the company brought ray tracing to smartphones in 2022 using the AMD RDNA architecture. He confirmed that Samsung is working closely with AMD to implement the DGF extension in future mobile devices. The cross platform standard will enable high fidelity rendering on all platforms because both companies provide desktop hardware and all platforms support the technology.
Graphics APIs operate as black box systems which prevent developers from accessing API internals. The opaque APIs which developers use create multiple problems which decrease their work efficiency. Software teams must allocate memory based on worst case compression rates and store extra data to maintain triangle order.
The native DGF support for GPU systems eliminates the need for runtime transcoding operations. The driver hardware performs all data compression functions which enables it to handle data in a more efficient manner. The process requires less silicon space and consumes reduced power while enabling 3D environments to display highly detailed geometric elements.
The developer community at AMD now has access to the fresh SDK which they can test and share their discoveries through official community channels. The upcoming years from 2025 to 2026 will see standardized geometry compression become the main factor for real time applications to improve their visual quality. The Vulkan extension will establish DGF as a core technology which will drive graphics development for the upcoming ten years according to the joint commitment of AMD and Samsung to the extension.

