New blog post: Outlining an alternative path to learn graphics programming.
themaister.net/blog/2025/10...
@longbool.bsky.social
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB Blog: https://alextardif.com/eden.html
New blog post: Outlining an alternative path to learn graphics programming.
themaister.net/blog/2025/10...
I recommend looking at new Paged Out issue #7 - a free magazine with lots of articles, one page each. This one includes my article "Modern 4K Intros on the Demoscene".
pagedout.institute
Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
30.09.2025 08:08 β π 22 π 3 π¬ 0 π 0New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Reposts welcome!
zeux.io/2025/09/30/b...
A little something I've been meaning to write for a while martinfullerblog.wordpress.com/2025/09/26/a...
Thank you to the awesome people at Machine Games and id Software!
Advanced Shader Delivery is here devblogs.microsoft.com/directx/agil...
26.09.2025 00:25 β π 57 π 12 π¬ 0 π 2I have some memory that nointerpolation may (on some hardware at least) cause that export to not be packed with interpolated vertex exports, and depending on how many you have and the way the memory lines up, that could be relevant
25.09.2025 23:57 β π 0 π 0 π¬ 0 π 0Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
21.09.2025 20:05 β π 50 π 13 π¬ 2 π 0Lucky timing for me! Been playing Warframe a bunch too, lightning is striking repeatedly here, and I'm excited to contribute to it :D
14.09.2025 16:43 β π 4 π 0 π¬ 0 π 0And with that last thread ended, I'm so excited to share that tomorrow is my first day at Digital Extremes!
After the project cancellation I finally had the chance to pop open Soulframe after getting access a long time ago, and I got hooked so quickly that I jumped at their job page.
PS: I did end up going with a studio using custom tech. This would have been an easy call years ago, to just keep learning from different ways people write engines, but this time I made this choice knowing I may actually be severely limiting my future opportunities.
I followed my heart though :-)
This remote support is very cool. One I'd like to shout out is this job at Yellow Brick which is still open: yellowbrickgames.ca/job/graphics...
I loved my experience interviewing with them, and their next title is a unique opportunity if you're looking.
More good news - the amount of remote opportunities as a game graphics programmer are higher than I have ever seen. I counted them in the dozens (40+) at time of application, most of them Unreal-based. Six years ago that number would have been near-zero.
14.09.2025 16:43 β π 2 π 0 π¬ 1 π 0On the flip-side, in the wake of all these layoffs from large corporations, are springs of many new small studios who would otherwise have no chance of making their games without UE5.
Both edges of the sword are sharp!
I think the impacts are both very positive and very negative.
Consolidation is not great, especially when the future relies on the perpetual good graces of one company, which is not usually a good bet. Learning fundamentals may also be diminishing as a result (not enough info)
I haven't written a followup because the reality is (I would imagine) pretty clear, the Unreal takeover is real and the implications are a lot to think about.
UE may ultimately become the tool we're required to know, like artists with their DCCs.
That experience has been shared by a number of people I know who were also on the job hunt at the same time.
Some years ago I wrote a post titled "On the Perceived Inevitability of Unreal" and its impact on the industry from my (limited) perspective --
3 of the studios using UE turned my application down immediately at the front door citing "lack of professional experience with UE5" No screening.
Because I had not worked on a UE5 title specifically, which was formally released less than 4 years ago, three companies felt I was a non-starter
Sharing some details about my job hunt in case it's helpful to someone!
After our project got canned I applied to 12 jobs as a first, and mercifully last, batch.
6 were Unreal-based, 6 were custom tech
this is beautiful
13.09.2025 21:18 β π 1 π 0 π¬ 0 π 0Nodding all through "What's Changed For Me Personally"
"Like I mentioned earlier, with bindless you can effectively represent any resource descriptor as 32-bit integer or handle that you store freely in structs"
The simplicity this one thing unlocks on GPU and host side is staggering :D Great post
If you work with D3D12, this is the post you want to read!
08.09.2025 02:56 β π 6 π 0 π¬ 0 π 0Silksong :D
04.09.2025 14:11 β π 3 π 0 π¬ 0 π 0Love this one Kostas! There are surprisingly few (public) resources on this subject and you cover lots of great examples here.
Especially love the async compute example to show how two workloads that don't compete much for the same resources can be overlapped nicely.
Thanks for writing :-)
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
29.08.2025 19:52 β π 101 π 24 π¬ 1 π 0Slides from my SIGGRAPH 2025 and CEDEC 2025 talks βFast as Hell: idTech 8 Global Illuminationβ, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
26.08.2025 12:52 β π 99 π 26 π¬ 1 π 0MegaLights slides were just posted online. There's a bunch of details in slide notes if you're curious how our new Stochastic Direct Lighting solution works, why we made it and want to learn a bit about the problem space.
26.08.2025 17:10 β π 51 π 13 π¬ 3 π 1SIGGRAPH 2025 links: blog.selfshadow.com/2025/08/15/s.... I'll be adding more soon. Let me know if I'm missing anything.
16.08.2025 16:16 β π 37 π 19 π¬ 1 π 0When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
15.08.2025 11:35 β π 37 π 12 π¬ 2 π 0Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
14.08.2025 20:35 β π 108 π 33 π¬ 1 π 3