Mobile games are asked to do more with every generation. Players expect sharp images and smooth motion without giving up battery life, while developers have to fit the experience inside a mobile power budget.
Adreno™ Neural Fusion is Qualcomm's neural rendering SDK for mobile games. It gives game teams more room to improve visual quality and displayed frame rate while keeping power use under control. The application chooses its image dimensions, rendering order, and fallback behavior. ANF reports hardware support and Vulkan requirements at runtime so the renderer can configure the correct path for each device.
| Resource | Use it for |
|---|---|
| SDK integration guide | Native Android Vulkan setup, rendering requirements, technique creation, dispatch, synchronization, validation, and release checks |
| Debug overlay guide | Validating SR color, depth, motion vectors, jitter, warp prediction, and reprojection |
| Snapdragon™ Profiler | Profiling and analyzing ANF-enabled applications on Snapdragon™ devices |
| ANF Vulkan sample | A native Vulkan integration built on the Snapdragon™ Game Studios sample framework |
| ANF plugin for Unreal Engine | Integrating ANF into an Unreal Engine project |
| ANF plugin for Unity | Integrating ANF into a Unity project |
SR reconstructs the scene at the output size selected by the application. The renderer supplies jittered scene color and depth, motion vectors without projection jitter, and the current jitter offset. Compose UI and other screen-space elements after SR so they remain sharp and stay out of temporal history.
See Super Resolution resource flow for the rendering contract and required inputs.
FG uses consecutive rendered scene frames, depth, and motion vectors to create an intermediate scene frame. Render or composite UI separately for rendered and generated frames.
See Frame Generation resource flow for input, output, and composition requirements.
The native SDK integration requires:
arm64-v8a.The SDK integration guide covers initialization, runtime support checks, and the complete rendering contract.
| Path | Contents |
|---|---|
lib/arm64-v8a/libanf.so | Android ARM64 ANF runtime library |
public/anf.h | Public API entry points and function table |
public/anf_types.h | Common ANF types, structures, flags, and enums |
public/anf_types_vk.h | Vulkan-specific ANF types |
public/anf_sr.h | SR creation and dispatch structures |
public/anf_fg.h | FG creation and dispatch structures |
DEBUG-OVERLAY.md | SR debug overlay documentation |
INTEGRATION-GUIDE.md | Native Vulkan integration and rendering contract |
LICENSE-BSD-3-Clause.txt | BSD 3-Clause terms for the public headers |
LICENSE.txt | QTI No-Login Binary License terms for libanf.so |
ANF can be integrated directly into a native Vulkan renderer or through the Unreal Engine and Unity plugins. For an engine integration, follow the instructions in the plugin repositories listed under Resources. The steps below cover the native Vulkan SDK.
libanf.so for arm64-v8a, include LICENSE.txt with any redistribution of the binary, and add the public headers to the native build.The integration guide is the technical reference for API use, resource requirements, and synchronization. The sample provides a working implementation to compare against.
The ANF debug overlay visualizes the inputs and temporal behavior used by SR. It can display input color, depth, motion vectors, jitter coverage, warp prediction, and reprojection error directly in the SR output.
Use the debug overlay guide for setup, mode selection, expected results, and artifact diagnosis.
Use CONTRIBUTING.md for issue reports, pull requests, sign-off requirements, and documentation conventions. Participation in this repository is governed by the code of conduct.
The public header files in public/ are available under the BSD 3-Clause License.
The precompiled SDK binary at lib/arm64-v8a/libanf.so is distributed under the QTI No-Login Binary License.
1 commits
C
100.0%
Mobile games are asked to do more with every generation. Players expect sharp images and smooth motion without giving up battery life, while developers have to fit the experience inside a mobile power budget.
Adreno™ Neural Fusion is Qualcomm's neural rendering SDK for mobile games. It gives game teams more room to improve visual quality and displayed frame rate while keeping power use under control. The application chooses its image dimensions, rendering order, and fallback behavior. ANF reports hardware support and Vulkan requirements at runtime so the renderer can configure the correct path for each device.
| Resource | Use it for |
|---|---|
| SDK integration guide | Native Android Vulkan setup, rendering requirements, technique creation, dispatch, synchronization, validation, and release checks |
| Debug overlay guide | Validating SR color, depth, motion vectors, jitter, warp prediction, and reprojection |
| Snapdragon™ Profiler | Profiling and analyzing ANF-enabled applications on Snapdragon™ devices |
| ANF Vulkan sample | A native Vulkan integration built on the Snapdragon™ Game Studios sample framework |
| ANF plugin for Unreal Engine | Integrating ANF into an Unreal Engine project |
| ANF plugin for Unity | Integrating ANF into a Unity project |
SR reconstructs the scene at the output size selected by the application. The renderer supplies jittered scene color and depth, motion vectors without projection jitter, and the current jitter offset. Compose UI and other screen-space elements after SR so they remain sharp and stay out of temporal history.
See Super Resolution resource flow for the rendering contract and required inputs.
FG uses consecutive rendered scene frames, depth, and motion vectors to create an intermediate scene frame. Render or composite UI separately for rendered and generated frames.
See Frame Generation resource flow for input, output, and composition requirements.
The native SDK integration requires:
arm64-v8a.The SDK integration guide covers initialization, runtime support checks, and the complete rendering contract.
| Path | Contents |
|---|---|
lib/arm64-v8a/libanf.so | Android ARM64 ANF runtime library |
public/anf.h | Public API entry points and function table |
public/anf_types.h | Common ANF types, structures, flags, and enums |
public/anf_types_vk.h | Vulkan-specific ANF types |
public/anf_sr.h | SR creation and dispatch structures |
public/anf_fg.h | FG creation and dispatch structures |
DEBUG-OVERLAY.md | SR debug overlay documentation |
INTEGRATION-GUIDE.md | Native Vulkan integration and rendering contract |
LICENSE-BSD-3-Clause.txt | BSD 3-Clause terms for the public headers |
LICENSE.txt | QTI No-Login Binary License terms for libanf.so |
ANF can be integrated directly into a native Vulkan renderer or through the Unreal Engine and Unity plugins. For an engine integration, follow the instructions in the plugin repositories listed under Resources. The steps below cover the native Vulkan SDK.
libanf.so for arm64-v8a, include LICENSE.txt with any redistribution of the binary, and add the public headers to the native build.The integration guide is the technical reference for API use, resource requirements, and synchronization. The sample provides a working implementation to compare against.
The ANF debug overlay visualizes the inputs and temporal behavior used by SR. It can display input color, depth, motion vectors, jitter coverage, warp prediction, and reprojection error directly in the SR output.
Use the debug overlay guide for setup, mode selection, expected results, and artifact diagnosis.
Use CONTRIBUTING.md for issue reports, pull requests, sign-off requirements, and documentation conventions. Participation in this repository is governed by the code of conduct.
The public header files in public/ are available under the BSD 3-Clause License.
The precompiled SDK binary at lib/arm64-v8a/libanf.so is distributed under the QTI No-Login Binary License.
1 commits
C
100.0%