Adam Marrs's Avatar

Adam Marrs

@acmarrs.bsky.social

Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.

1,363 Followers  |  85 Following  |  39 Posts  |  Joined: 18.10.2024
Posts Following

Posts by Adam Marrs (@acmarrs.bsky.social)

Video thumbnail

This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area I’ve had the privilege to work on over the past couple of months.

schedule.gdconf.com/session/stat...

06.03.2026 05:00 β€” πŸ‘ 21    πŸ” 4    πŸ’¬ 0    πŸ“Œ 0
Preview
Announcing Shader Model 6.9 Retail and New D3D12 Improvements - DirectX Developer Blog Today, we are pleased to announce that Shader Model 6.9 and other features have been officially released with Agility SDK 1.619 and complementary DXC 1.9.2602.16. Many of these features have been in p...

SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...

26.02.2026 20:57 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

Fly through of part of a Keeper level directly in the Unreal Engine editor. Part way through I turn on all of the game objects the player doesn't see -- it takes a lot to make games work.

25.02.2026 19:23 β€” πŸ‘ 370    πŸ” 96    πŸ’¬ 10    πŸ“Œ 2
Post image

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.

20.02.2026 17:10 β€” πŸ‘ 50    πŸ” 10    πŸ’¬ 1    πŸ“Œ 0

Very well deserved! As I’ve said, I love how alive the world feels. In addition to the β€œobvious” πŸ˜‰ next steps, I’d love to see further enhancements to characters - specifically in facial animation and eyes.

Looking forward to seeing how the engine evolves!

14.12.2025 01:27 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Everything about making video games is harder than you think.

06.11.2025 11:07 β€” πŸ‘ 2094    πŸ” 461    πŸ’¬ 68    πŸ“Œ 71
Video thumbnail

We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself.

Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...

21.10.2025 18:56 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 0    πŸ“Œ 1
Bonsai Diorama Demo | NVIDIA RTX Unreal Engine 5.6.1
YouTube video by NVIDIA Game Developer Bonsai Diorama Demo | NVIDIA RTX Unreal Engine 5.6.1

Today we released a new demo showcasing RTX Mega Geometry, ReSTIR PT, and DLSS all running together in our NvRTX branch of UE 5.6.

www.youtube.com/watch?v=3qyo...

21.10.2025 18:50 β€” πŸ‘ 14    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0
Post image

Check out our webinar at 1pm EST / 10am PST

Richard, Kelsey, and I will chat about the latest updates to RTX Mega Geometry in NvRTX 5.6 and our upcoming Bonsai showcase.

Free for all. Recording available after.

Register here: nvda.ws/41BVLQR

23.09.2025 14:59 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image

Checking out RTX Mega Geometry in NvRTX 5.6?

Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry.

Get it here: dlss.download.nvidia.com/demos/zorah/...

18.08.2025 21:22 β€” πŸ‘ 12    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Post image

Happy Gamescom! We've pushed an update to NvRTX 5.6 that improves performance, adds new debugging features, and brings RTX Mega Geometry to the main branch.

Details and instructions on how to access NvRTX: developer.nvidia.com/blog/announc...

18.08.2025 21:13 β€” πŸ‘ 7    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

It’s really cool to see my talk freely available for everyone. I’m proud of the work our team accomplished, and it means a lot that it’s now accessible to a wider audience.
Huge thanks to the GDC team for putting it out there!

#AssassinsCreedShadows #GameDevelopment #GDC2025

29.05.2025 17:42 β€” πŸ‘ 89    πŸ” 17    πŸ’¬ 5    πŸ“Œ 0
REAC: 2025 Conference.

Wow, the REAC Conference lineup is *stacked* this year! Looking forward to all the talks. enginearchitecture.org/2025.htm

29.05.2025 13:01 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Preview
Path Tracing Optimization in Indiana Jonesβ„’: Shader Execution Reordering and Live State Reductions | NVIDIA Technical Blog This post is part of the Path Tracing Optimizations in Indiana Jonesβ„’ series. While adding a path-tracing mode to Indiana Jones and the Great Circleβ„’ in 2024, we used Shader Execution Reordering (SER)...

New blog post: developer.nvidia.com/blog/path-tr...

15.05.2025 16:38 β€” πŸ‘ 64    πŸ” 14    πŸ’¬ 0    πŸ“Œ 0
Preview
Path Tracing Optimizations in Indiana Jonesβ„’: Opacity MicroMaps and Compaction of Dynamic BLASs | NVIDIA Technical Blog The first post in this series, Path Tracing Optimization in Indiana Jonesβ„’: Shader Execution Reordering and Live State Reductions, covered ray-gen shader level optimizations that sped up the main path...

New blog post: developer.nvidia.com/blog/path-tr...

15.05.2025 16:39 β€” πŸ‘ 29    πŸ” 13    πŸ’¬ 0    πŸ“Œ 0
From The Ashes - DOOM: The Dark Ages (Original Game Soundtrack) OFFICIAL
YouTube video by Finishing Move Inc. From The Ashes - DOOM: The Dark Ages (Original Game Soundtrack) OFFICIAL

So stoked the Slayer is back! Rip and Tear...until it is done. www.youtube.com/watch?v=uq8s...

15.05.2025 13:07 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Congrats Brian! Very well deserved.

14.05.2025 12:37 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Reservoir Sampling Choosing fairly when you don't know how many you're choosing from.

A nice, visual introduction to reservoir sampling: samwho.dev/reservoir-sa...

12.05.2025 12:39 β€” πŸ‘ 55    πŸ” 11    πŸ’¬ 0    πŸ“Œ 1
GDC 2025 | Path Tracing Nanite in NVIDIA Zorah - Full Session Replay
YouTube video by NVIDIA Game Developer GDC 2025 | Path Tracing Nanite in NVIDIA Zorah - Full Session Replay

Our #GDC25 talk on Path Tracing Nanite in UE5 is now available on YouTube: youtu.be/8AnVpcIczyk

02.05.2025 13:48 β€” πŸ‘ 14    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
GDC 2025 | Scale Up Ray Tracing in Games With RTX Mega Geometry - Full Session Replay
YouTube video by NVIDIA Game Developer GDC 2025 | Scale Up Ray Tracing in Games With RTX Mega Geometry - Full Session Replay

Our #GDC25 talk on RTX Mega Geometry and how it was used in UE5 and Alan Wake 2 is now available on YouTube: www.youtube.com/watch?v=Kblm...

30.04.2025 21:06 β€” πŸ‘ 41    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0

It's an astonishing achievement by a (relatively) small group. Keep on playing, there are great moments of levity and humor mixed in.

28.04.2025 14:46 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image

AC Shadows is a remarkable real-time graphics showcase. The world feels natural, alive, and I regularly find myself stopping to just watch the weather system do its thing. Screenshots don't do it justice, so go play it πŸ˜„.

17.04.2025 15:39 β€” πŸ‘ 14    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Preview
NVIDIA RTX Kit Render game assets with AI, create game characters with photo-realistic visuals, and more.

The Zorah Sample Content is available here: developer.nvidia.com/rtx-kit

16.04.2025 13:24 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
NVIDIA RTX Branch (NvRTX) Shortens development cycles and creates more stunning visuals.

Instructions on how to access NvRTX, our branch of Unreal Engine, are here: developer.nvidia.com/game-engines...

Once you're setup, pull the nvrtx-5.4_zorah_experimental branch to try out the code.

16.04.2025 13:23 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
Scale Up Ray Tracing in Games With RTX Mega Geometry | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand With 3D sculpting, photogrammetry, and generative AI, geometric complexity has exploded, forcing game engines to adapt

Our #GDC25 talk "Scale Up Ray Tracing in Games with RTX Mega Geometry" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...

16.04.2025 13:18 β€” πŸ‘ 26    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
Preview
Path Tracing Nanite in NVIDIA Zorah | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand In this session, we will discuss the cutting-edge algorithms and techniques behind NVIDIA's Zorah Blackwell launch demo

Our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...

16.04.2025 13:16 β€” πŸ‘ 39    πŸ” 13    πŸ’¬ 3    πŸ“Œ 0
Preview
NVIDIA RTX Kit Render game assets with AI, create game characters with photo-realistic visuals, and more.

@nicolas-lopez.bsky.social FYI: the Zorah sample content is now posted (see the "Download Zorah Sample" button) developer.nvidia.com/rtx-kit/. It's a chonky download at 108GB. Enjoy πŸ˜„

11.04.2025 19:01 β€” πŸ‘ 10    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0

Also, congrats and great job with AC Shadows! I’m happy to see you all using RTXGI/DDGI-ish irradiance probes as an infinite bounce cache after the second path vertex. This is exactly what I’ve been wanting to see in (more) games since the first release of RTXGI! πŸ₯³

27.03.2025 17:59 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 2    πŸ“Œ 0

Thanks, @nicolas-lopez.bsky.social! This is unintended. I think some wires may have gotten crossed. I’ll look into it and post the correct link as soon as it’s available.

27.03.2025 17:59 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

Yup! The talk was recorded and will be available for free on the NVIDIA On Demand site. Usually takes a few weeks for it to show up. I’ll post a link when it arrives.

27.03.2025 17:46 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0