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Adam Marrs

@acmarrs.bsky.social

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

1,340 Followers  |  87 Following  |  32 Posts  |  Joined: 18.10.2024  |  1.9956

Latest posts by acmarrs.bsky.social on Bluesky

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
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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‘ 65    πŸ” 14    πŸ’¬ 0    πŸ“Œ 0
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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‘ 26    πŸ” 11    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
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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‘ 56    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
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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
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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
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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
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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
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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
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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

Great work! Now let’s get those clusters in the BVH πŸ˜€

22.03.2025 20:29 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

We’ve released the code and content! See our talk for more info on how to access.

19.03.2025 22:25 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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NVIDIA RTX Branch (NvRTX) Shortens development cycles and creates more stunning visuals.

To access the link, you need to have setup a GitHub account with Unreal Engine access. Instructions are here: developer.nvidia.com/game-engines...

19.03.2025 22:24 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI
YouTube video by NVIDIA GeForce Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI

"Zorah" is a showcase of our work on RTX Mega Geometry, ReSTIR PT, and more in UE5. Really happy with the results and astonished at the incredible assets our art team built.

If you are at GDC, come to our talk "Path Tracing Nanite in Zorah" tomorrow to learn more!
www.youtube.com/watch?v=5wbp...

19.03.2025 05:36 β€” πŸ‘ 63    πŸ” 9    πŸ’¬ 3    πŸ“Œ 0

Yup, it will be recorded and will be available to all after (for free). I’ll post the link when it’s up

06.03.2025 00:54 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Just 2 weeks until our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah". I'm excited to talk about how we're ray tracing insanely detailed Nanite geometry in real-time.

Add it to your schedule and come say hi: schedule.gdconf.com/session/path...

05.03.2025 19:57 β€” πŸ‘ 37    πŸ” 4    πŸ’¬ 1    πŸ“Œ 0
A screenshot of path traced Nanite geometry in NVIDIA's "Zorah" Blackwell launch demo.

A screenshot of path traced Nanite geometry in NVIDIA's "Zorah" Blackwell launch demo.

I'll be back at GDC this year!

I'm stoked for our talk: "Path Tracing Nanite in NVIDIA Zorah" with my colleagues Evan Hart and Jiayin Cao. We'll discuss RTX Mega Geometry, ReSTIR PT, and other goodness in our NvRTX branch of UE5 that powers Zorah.

Session: schedule.gdconf.com/session/path...

11.02.2025 21:33 β€” πŸ‘ 43    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0
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Game engines and shader stuttering: Unreal Engine's solution to the problem Take a dive into Pipeline State Object (PSO) precaching and find out how this technique has evolved to the point that it now prevents most kinds of shader compilation stutters.

Game engines and shader stuttering: Unreal Engine's solution to the problem www.unrealengine.com/en-US/tech-b...

04.02.2025 21:30 β€” πŸ‘ 38    πŸ” 6    πŸ’¬ 1    πŸ“Œ 0
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GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters

Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

30.01.2025 14:09 β€” πŸ‘ 117    πŸ” 35    πŸ’¬ 2    πŸ“Œ 1
Making Connections: Real-Time Path-Traced Light Transport in Game Engines
YouTube video by GDC 2025 Making Connections: Real-Time Path-Traced Light Transport in Game Engines

Our #GDC2024 talk on Real-Time Path Traced Light Transport in UE5 is now available on YouTube: www.youtube.com/watch?v=lxRg...

09.12.2024 14:47 β€” πŸ‘ 26    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0

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