Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
03.03.2026 21:25 โ ๐ 23 ๐ 5 ๐ฌ 1 ๐ 0Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
03.03.2026 21:25 โ ๐ 23 ๐ 5 ๐ฌ 1 ๐ 0Float to R8_UNorm conversion has a permitted tolerance of 0.6ulp in the DX spec. 0.55/255 on some GPUs rounds down to 0 and on others rounds up to 1/255. Dangerous behavior when R8_UNorm NumFramesAccumulated=0 is used by a denoiser to mark invalid history... microsoft.github.io/DirectX-Spec...
24.02.2026 04:38 โ ๐ 18 ๐ 4 ๐ฌ 0 ๐ 0
[BLOG] A frame analysis of Dark Souls III
blog.simonrodriguez.fr/articles/202...
A detailed look at how the FromSoftware game renders a frame, with step-by-step comparisons and explanations.
I am happy to announce publication of my chapter titled "Real-Time Neural Network Implementation for GPUs" in GPU Zen 4 book, available now.
Chapter comes with full MIT-licensed source code, available on Github here: github.com/boksajak/MLP...
The book is available on Amazon.
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.
Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:
www.shadertoy.com/view/WX3fRB
โชAvailable now on Amazon:โฌ
โชStandard Edition: a.co/d/0cvhJuSU โฌ
โชDeluxe Edition: a.co/d/07t0MZGz%E...
โชKindle version is comingโฌ
I didnโt know it existed!
20.02.2026 01:16 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Excited to share that GPU Zen 4: Advanced Rendering Techniques is officially out. This volume features work from some of the most visually impactful projects of recent years, including #AssassinsCreed , #DOOM , #StarwarsOutLaws and NVidia's Zorah. And a killer cover :)
20.02.2026 01:02 โ ๐ 87 ๐ 19 ๐ฌ 5 ๐ 2Best bagels, our office is literally next street :D
18.02.2026 15:38 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Iโve recently been tinkering with MLPs, exploring different ways they might be used in rendering to get a feel for their potential. I also put together a blog post with some initial impressions. interplayoflight.wordpress.com/2026/02/10/a...
10.02.2026 21:12 โ ๐ 25 ๐ 6 ๐ฌ 0 ๐ 0
My blog post about how software rendered depth based occlusion culling in Block Game functions is out now! enikofox.com/posts/softwa...
#GameDev #ProcGen ๐ฎ
I and the team had the chance to talk to @digitalfoundry about our port of #assassinscreedshadow including some behind the scene debug views
15.01.2026 16:53 โ ๐ 15 ๐ 1 ๐ฌ 1 ๐ 0
How Ubisoft brought AC Shadows to Switch 2: "Some people called it an impossible port, and it can sound a bit impossible at the beginning... but the key is to understand the specificities of the GPU architecture."
www.digitalfoundry.net/features/ass...
My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
โObviouslyโ :)
14.12.2025 15:34 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Congrats to you!
14.12.2025 01:43 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0
#AssassinsCreedShadows named 2nd best looking game of 2025 by @digitalfoundry.
โAnvil at a super next-gen levelโ made me smile.
Countless hours of work behind thisโvery happy to see it recognized.
youtu.be/nZ7pc4M-Uuk?...
Huge congrats to #ClairObscurExpedition33! So proud to see a French game take the top spot. An absolutely stunning achievement, your work inspires so many of us. Bravo ร toute lโรฉquipe!
12.12.2025 11:39 โ ๐ 11 ๐ 0 ๐ฌ 0 ๐ 0"Microbenchmarking NVIDIAโs Blackwell Architecture: An in-depth Architectural Analysis", focusing on the tensor cores arxiv.org/pdf/2512.02189
11.12.2025 22:59 โ ๐ 8 ๐ 3 ๐ฌ 1 ๐ 0
Itโs a good opportunity to know more about Anvil, the engine that powers #AssassinsCreed, and how we approach tech convergence at Ubi. I love this format. Thanks for the chat @gameengineering.bsky.social
youtu.be/vtxXt7E63bQ?...
Glad to see this fixed!
26.11.2025 00:18 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0New blog post! Behind the scenes of some of the techniques involved in making our last PC demo ๐ซ gboisse.github.io/posts/this-i...
05.11.2025 21:15 โ ๐ 112 ๐ 38 ๐ฌ 1 ๐ 1
ลukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago:
www.youtube.com/watch?v=2KPU...
It's really awkward for me to watch it so I'll assume it's just confused rambling :)
ReGIR - An advanced implementation for many-lights offline rendering tomclabault.github.io/blog/2025/re...
20.10.2025 19:30 โ ๐ 29 ๐ 7 ๐ฌ 0 ๐ 0"Inside NVIDIA GPUs: Anatomy of high performance matmul kernels", includes a great intro to GPU architecture and PTX/SASS: www.aleksagordic.com/blog/matmul
01.10.2025 19:36 โ ๐ 56 ๐ 12 ๐ฌ 0 ๐ 0Ray tracing The World of #AssassinsCreedShadows (Siggraph 2025) available on YouTube youtu.be/2K-rwy4aMmU?...
30.09.2025 08:08 โ ๐ 24 ๐ 3 ๐ฌ 0 ๐ 0This new video by Timothy Lottes will be the craziest way of programming you've seen for a long time. www.youtube.com/watch?v=RrL7...
23.09.2025 17:48 โ ๐ 16 ๐ 4 ๐ฌ 1 ๐ 0I had 3 of those. They all failed me the same way.
01.09.2025 13:21 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Idk, but 40 looks closer to 60 than to 30 to me and this is wild
30.08.2025 02:42 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0