Adam Sawicki's Avatar

Adam Sawicki

@asawicki.info.bsky.social

Graphics Software Engineer. Worked at AMD, Intel, Microsoft, gamedev, television...

895 Followers  |  488 Following  |  47 Posts  |  Joined: 21.10.2024  |  1.6451

Latest posts by asawicki.info on Bluesky

Magazyn Programista | Programista 4/2025 (119) – lipiec/sierpień 2025 – API graficzne – wczoraj, dziś i jutro? – SPIS TREŚCI Magazyn specjalistów IT związany z inżynierią oprogramowania, bezpieczeństwem i nowymi technologiami. Nowoczesne i rozwijające podejście do programowania.

[🇵🇱Polish] Zachęcam do lektury nowego numeru magazynu Programista 4/2025 (119). Znajdziecie w nim mój artykuł "API graficzne – wczoraj, dziś i jutro".
programistamag.pl/programista-...

31.07.2025 15:31 — 👍 2    🔁 0    💬 0    📌 0
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Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...

30.07.2025 16:13 — 👍 22    🔁 3    💬 2    📌 0
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Game Industry Conference Recorded talks from Game Industry Conference, the biggest event for game developers in Poland... and at least for half of Europe!

It seems that videos from the talks from Game Industry Conference 2024 started appearing on their YouTube channel. Some interesting content there.
www.youtube.com/@RPGPP/videos

25.07.2025 13:21 — 👍 2    🔁 0    💬 0    📌 0
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GitHub - sawickiap/TotalCommanderPluginTutorial: Sample code accompanying tutorial about writing packer plugin (WCX) for Total Commander Sample code accompanying tutorial about writing packer plugin (WCX) for Total Commander - sawickiap/TotalCommanderPluginTutorial

I'm writing a tutorial about Packer Plugins for Total Commander to support a custom archive format. I've put sample code on GitHub. Any feedback is welcome.

github.com/sawickiap/To...

17.07.2025 13:41 — 👍 2    🔁 0    💬 0    📌 0
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Hardware virtual textures look like a marvelous tool for large terrains or volume compression.
Alas, they are in a sad state in terms of performance and usability. And strangely, the (very bad) binding perfs varies a lot with the driver.
→ read here: hal.science/hal-05138369
@rcmz0.bsky.social

02.07.2025 13:21 — 👍 58    🔁 18    💬 1    📌 1
3 States of Preprocessor Macros

3 States of Preprocessor Macros - new article on my blog.
asawicki.info/news_1787_3_...

30.06.2025 16:17 — 👍 6    🔁 0    💬 0    📌 0
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Invader's Revenge by Marcelinski Reversed Space Invaders

Many games were featuring 3D graphics with full lighting etc., but the one I remember the best is: Invader's Revenge - reversed Space Invaders. I recommend playing it. It's a lot of fun.

marcelinski.itch.io/invaders-rev...

30.06.2025 13:31 — 👍 1    🔁 0    💬 0    📌 0
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ZTGK competition was full of great games made by teams of students. I am grateful for inviting me to the jury!

Some games were made using ready engine (usually Unity), with a separate category of games made on a custom engine (typically in OGL, with editor made in ImGui).

30.06.2025 13:31 — 👍 3    🔁 0    💬 1    📌 0
AMD Developer Community Discord

AMD Developer Community Discord

Join the new AMD Developer Community Discord today to:

💥 Connect with fellow developers and AMD staff
💥 Ask questions and share ideas about #GameDev, #AI dev, and more!

👉 Sign up now: discord.gg/amd-dev

12.06.2025 17:13 — 👍 13    🔁 2    💬 0    📌 0
REAC: 2025 Conference.

A reminder that June 10th and 11th Rendering Engine Architecture Conference (REAC) will take place - an free online event with 6 interesting talks over 2 days. enginearchitecture.org/2025.htm

09.06.2025 08:33 — 👍 10    🔁 2    💬 1    📌 0
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Release 3.11.1 · sawickiap/D3d12info Changes: Fixed printing of D3D12_FEATURE_DATA_COOPERATIVE_VECTOR::pVectorAccumulateProperties. Compiled with DirectX 12 Agility SDK 1.616.0 ("D3d12info.exe") / 1.717.0-preview ("D3d12info_preview...

I've updated D3d12info to print all the new capabilities.
github.com/sawickiap/D3...

04.06.2025 09:38 — 👍 2    🔁 0    💬 0    📌 0

A big change that MS didn't mention is that DirectSR disappeared! I think it's a good move. This unified API for upscaling was obsolete already before it reached the retail SDK, while GPU vendors progress - adding framegen, AMD introducing FSR4 on the driver level, etc.

04.06.2025 09:38 — 👍 4    🔁 0    💬 2    📌 1

DXR 1.2 includes Shader Execution Reordering (SER) & Opacity Micromaps (OMM). They've also separated BVH traversal from calling the closesthit/miss shader! Cooperative Vectors are for vector*matrix operations on vectors longer than 4-components - useful for neural networks.

04.06.2025 09:38 — 👍 0    🔁 0    💬 1    📌 0
DirectX State of the Union: Raytracing and PIX Workflows (Presented by Microsoft)
YouTube video by Microsoft Game Dev DirectX State of the Union: Raytracing and PIX Workflows (Presented by Microsoft)

They've added what was announced in GDC 2025 talk "DirectX State of the Union". Most of the features only in preview for now. Most of them just accommodating tech from Nvidia that was available in NVAPI before.
www.youtube.com/watch?v=CR-5...

04.06.2025 09:38 — 👍 0    🔁 0    💬 1    📌 0
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Agility SDK 1.717-preview and 1.616-retail - DirectX Developer Blog We are pleased to announce both a retail and preview Agility SDK release with several new features

Microsoft recently released DirectX 12 Agility SDK 1.616-retail & 1.717-preview. Let's see what's inside. 🧵👇
devblogs.microsoft.com/directx/agil...

04.06.2025 09:38 — 👍 7    🔁 2    💬 1    📌 0
The Secrets of Floating-Point Numbers

I just published my new article:
The Secrets of Floating-Point Numbers
asawicki.info/articles/sec...

28.05.2025 14:56 — 👍 39    🔁 13    💬 0    📌 0

I've been thinking for years about writing a tutorial on developing a Total Commander file system plugin - so you can easily browse, pack, unpack, and edit custom archive formats. Would anyone be interested in that?

24.05.2025 18:13 — 👍 5    🔁 0    💬 0    📌 0
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D3D12 Memory Allocator The D3D12 Memory Allocator (D3D12MA) is a C++ library that provides a simple and easy-to-integrate API to help you allocate memory for DirectX®12 buffers and textures.

After years of continuous development, we just tagged a new release of D3D12 Memory Allocator library v3.0.0 🎉

🏷️ So if you want the latest and greatest D3D12MA, or just more info - head over to GPUOpen!

#Direct3D #DirectX12

gpuopen.com/d3d12-memory...

05.05.2025 14:29 — 👍 26    🔁 6    💬 0    📌 0
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Thrilled to announce that I'll be attending Digital Dragons Conference 2025 this year! Meet me there!

30.04.2025 15:39 — 👍 11    🔁 1    💬 0    📌 0
D3d12info app and online GPU database

My blog: D3d12info app and online GPU database
asawicki.info/news_1785_d3...

29.04.2025 20:17 — 👍 5    🔁 3    💬 0    📌 0
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To Early-Z, or Not To Early-Z Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Ear...

In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...

14.04.2025 00:52 — 👍 173    🔁 55    💬 3    📌 0

Friday evening thought: If the minimum amount of digital data is 1 bit and the typical word size these days is 64 bits, why the base addressable unit of data is still 1 byte = 8 bits? Does it make any sense other than tradition and ensuring backward compatibility?

11.04.2025 18:30 — 👍 0    🔁 0    💬 2    📌 0

Great article! I agree with you. Hopefully more people read it and stop repeating the sentence about "premature optimization" as an excuse for their Obviously Bad code 😀

20.03.2025 20:23 — 👍 1    🔁 0    💬 1    📌 0
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Hardware Crash Analysis with AMD Radeon™ GPU Detective Unlock deeper insights into GPU crashes with Radeon GPU Detective v1.4's new Hardware Crash Analysis feature. Identify in-flight shaders and pinpoint crash culprits faster, streamlining your debugging...

Having a GPU crash in your DX12 or Vulkan app on AMD card? New Radeon GPU Detective (RGD) 1.4 now shows which draw calls were executing shaders during the crash, assembly (ISA) of those shaders, and which instructions were executing (instruction pointer).
gpuopen.com/learn/hardwa...

11.03.2025 14:32 — 👍 25    🔁 8    💬 1    📌 0
AMD FSR 4 Upscaling Tested vs DLSS 3/4 - A Big Leap Forward - RDNA 4 Delivers!
YouTube video by Digital Foundry AMD FSR 4 Upscaling Tested vs DLSS 3/4 - A Big Leap Forward - RDNA 4 Delivers!

www.youtube.com/watch?v=nzom...

07.03.2025 09:57 — 👍 8    🔁 0    💬 0    📌 0
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New content released on GPUOpen for AMD RDNA™ 4 on-shelf day Learn about our updates on GPUOpen to support the release of AMD RDNA 4, plus other new content!

🚀 Today is AMD RDNA 4 day! To celebrate, we've got new content on GPUOpen:

🔥 Machine-readable ISA for RDNA 3.5/4
🔥 #opensource Interactive Streaming SDK
🔥 Updates to AMF + Capsaicin

Find out more: gpuopen.com/learn/new_co...

06.03.2025 16:34 — 👍 25    🔁 10    💬 1    📌 0
Survey results from page 22 of the LunarG 2024 Ecosystem Survey Report, showing that >50% of respondents use VMA.

Survey results from page 22 of the LunarG 2024 Ecosystem Survey Report, showing that >50% of respondents use VMA.

According to the #LunarG 2024 Ecosystem Survey Report, over half of all developers surveyed use our Vulkan Memory Allocator (VMA) library for their #Vulkan development 🎉

Thank you for your trust and support! 🥰

VMA: gpuopen.com/vulkan-memor...
Survey: lunarg.com/2024-ecosyst...

13.02.2025 16:26 — 👍 14    🔁 1    💬 0    📌 0
DirectX 12 Agility SDK 1.716.0-preview Explained

DirectX 12 Agility SDK 1.716.0-preview Explained - a new post on my blog
asawicki.info/news_1783_di...
#directx12 #dx12

02.02.2025 14:47 — 👍 7    🔁 1    💬 0    📌 0
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Release v1.7.0 · Devaniti/D3d12infoGUI What's Changed Updated D3d12info to 3.8.0 by @Devaniti in #23 Updated Agility SDK to 1.615.0 / 1.716.0-preview Added D3D12_FEATURE_DATA_BYTECODE_BYPASS_HASH_SUPPORTED (Preview only) removed D3D1...

New update to D3d12infoGUI - github.com/Devaniti/D3d...
Updated Agility SDK + now also using AMD device_info library for additional (and more reliable info about AMD cards)
Thanks to bsky.app/profile/asaw... for Updated to D3d12info

01.02.2025 16:38 — 👍 4    🔁 2    💬 0    📌 0

Usage manual:
- Use Agility SDK 1.716.0-preview.
- Use D3D12MA from this branch.
- Set Cmake options/macros: D3D12MA_AGILITY_SDK_DIRECTORY, D3D12MA_AGILITY_SDK_PREVIEW, D3D12MA_TIGHT_ALIGNMENT_SUPPORTED.
- Profit! It works automatically.

31.01.2025 17:09 — 👍 1    🔁 0    💬 0    📌 0

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