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Jasper Bekkers

@jasper-bekkers.bsky.social

Founder & CTO of Traverse Research, Graphic Programming Conference co-organizer. Ex SEED & Frostbite

121 Followers  |  177 Following  |  3 Posts  |  Joined: 03.09.2023  |  1.5323

Latest posts by jasper-bekkers.bsky.social on Bluesky

Solved it by the ancient tradition of Just Reading The Code.

Turns out continuously taking the RCU lock by inserting thousands of elements into a BPF_MAP_TYPE_LRU_HASH from within a NMI is Not Good for your system.

Rolled our own (simpler) version directly in eBPF.

25.06.2025 06:55 β€” πŸ‘ 4    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know 🧡

For clarity - all shading you see in the video is inferred through our high quality Neural Radiance Cache at the first intersection point (primary rays).

20.06.2025 14:42 β€” πŸ‘ 5    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0
How we structure our build.rs in Rust | Evolve This post goes into detail on how we pragmatically set up our build.rs files for an easy developer experience

Wrapping C/C++ libraries in Rust doesn’t have to be painful.

We’ve written up our approach to simple, reproducible build.rs setups using just cc + bindgenβ€”no CMake, no autotools, no drama.

If you care about FFI and clean builds, this is for you.
πŸ“– Read more: www.evolvebenchmark.com/blog-posts/h...

03.06.2025 14:51 β€” πŸ‘ 0    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
NPR Light Rendering at Telltale
YouTube video by Graphics Programming Conference NPR Light Rendering at Telltale

Hey everyone! My talk on how we approach NPR rendering in @unrealengine.bsky.social at Telltale Games that I gave at the Graphics Programming Conferences is posted: www.youtube.com/watch?v=VoUJ...

02.05.2025 18:56 β€” πŸ‘ 22    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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We’re committed to helping developers, researchers, gamers and organizations accurately assess GPU performance. Here is an updated version of Evolve Benchmark Technical Guideβ€”a more authoritative, transparent, and forward-looking resource. #GPU #game
www.evolvebenchmark.com/technical-gu...

02.05.2025 13:18 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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πŸ¦– Evolve 1.0.3 Update LIVE!
Check out our new Hall of Fame – flex your GPU scores!
πŸ”§ Critical fixes:
Temporarily disable benchmark interrupts for the Intel driver-configured frame limiter
Authentication flow optimized......
πŸ“ Full notes: www.evolvebenchmark.com/release-note...
#GPU

22.04.2025 10:10 β€” πŸ‘ 1    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Nice to see our benchmark get some traction!

17.04.2025 09:00 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Breda features a highly customizable sun/atmosphere editor πŸŒ‡. This allows us to tweak many physics-based parameters πŸ”¬ which influence the look of our atmosphere. In this video, we go over each of the settings to display their effect on the scene.

03.04.2025 14:16 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Rebuilding Prime Video UI with Rust and WebAssembly Alexandru Ene features details of a new UI SDK in Rust for Prime Video that targets living room devices.

A while back i gave a talk on building and shipping a rust ui engine. It’s now free to watch here: www.infoq.com/presentation...

#rustlang

22.03.2025 17:03 β€” πŸ‘ 12    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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πŸšͺ The GDC Expo doors are opening!
Find us at the AWS booth to:
πŸ‘‰ See Evolve in action
πŸ‘‰ Test-drive our cinematic Photo Mode
πŸ“Έ Capture GPU stress test masterpieces!
πŸ“ #GameDev #GDC2025

19.03.2025 16:57 β€” πŸ‘ 9    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
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πŸ•ΉοΈ GDC 2025 | The GPU Benchmark Revolution That Redefines Game Development
Jasper, Chief Technology Officer at Traverse Research, will reveal how Evolve Benchmark will empower the next generation of benchmarking at #GDC2025:

⏳Book your appointment nowοΌšβ†’ meetings-eu1.hubspot.com/jasper-bekke...

13.03.2025 15:27 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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In our path tracers we keep track of a world space hash grid, which contains radiance values associated with ray directions and positions 🌞. Based on the path spread, we can stop tracing rays and instead directly use the cached radiance, still achieving an accurate result 🎯 at a lower cost.

13.03.2025 16:03 β€” πŸ‘ 9    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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🚨 Unlock a €23.99 Next-Gen Benchmark Tool for FREE!
Want to stress-test your GPU with #EvolveBenchmark Advanced version?
βœ… World’s first #Workgraphs Evaluation
βœ… Real-time monitoring of GPU voltage/temp/energy
βœ… A benchmark that crushes traditional tools
Tag your hardware-obsessed friends!
#gpu

12.03.2025 16:15 β€” πŸ‘ 3    πŸ” 2    πŸ’¬ 2    πŸ“Œ 0
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The render graph debug composer is an essential component of the Breda framework. It allows us to view any resource we use during render graph construction πŸ—οΈ. In this video, we select a few textures which are used while rendering our final image.

11.03.2025 15:45 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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Breda is our in-house rendering framework. This video highlights the efficient workflow we use for development. There are three steps when adding a new compute shader. (1) Setup resources with our render graph. (2) Define the shader in a yaml config file. (3) Write simple shaders using bindless.

05.03.2025 17:12 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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This is some early footage of our work on neural radiance caching (NRC). With some aggressive learning rates πŸŽ“ we achieve quite responsive results! Here we tweak the radiance coming from an object in the room next to us πŸ’«. NRC is getting us closer to responsive and stable radiance caching πŸŒ‡.

28.02.2025 15:52 β€” πŸ‘ 1    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

Enjoy!

11.02.2025 10:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

@dachsjaeger.bsky.social thanks for the shout out of GPC, reallynice to see it get mentioned! 🫑

30.01.2025 08:54 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Rendering Tiny Glades With Entirely Too Much Ray Marching
YouTube video by Graphics Programming Conference Rendering Tiny Glades With Entirely Too Much Ray Marching

Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:

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

It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.

05.12.2024 02:19 β€” πŸ‘ 452    πŸ” 108    πŸ’¬ 16    πŸ“Œ 9

@jasper-bekkers is following 20 prominent accounts