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 π 4 π 1 π¬ 0 π 0
We're releasing our Neural Radiance Caching benchmark soon. Here's what you need to know π§΅
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 π 5 π 2 π¬ 1 π 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 doesnβt have to be painful.
Weβve written up our approach to simple, reproducible build.rs setups using just cc + bindgenβno CMake, no autotools, no drama.
If you care about FFI and clean builds, this is for you.
π Read more: www.evolvebenchmark.com/blog-posts/h...
03.06.2025 14:51 β π 0 π 1 π¬ 0 π 0
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 π 22 π 6 π¬ 0 π 0
Weβre committed to helping developers, researchers, gamers and organizations accurately assess GPU performance. Here is an updated version of Evolve Benchmark Technical Guideβa more authoritative, transparent, and forward-looking resource. #GPU #game
www.evolvebenchmark.com/technical-gu...
02.05.2025 13:18 β π 2 π 1 π¬ 0 π 0
π¦ Evolve 1.0.3 Update LIVE!
Check out our new Hall of Fame β flex your GPU scores!
π§ Critical fixes:
Temporarily disable benchmark interrupts for the Intel driver-configured frame limiter
Authentication flow optimized......
π Full notes: www.evolvebenchmark.com/release-note...
#GPU
22.04.2025 10:10 β π 1 π 1 π¬ 0 π 0
Nice to see our benchmark get some traction!
17.04.2025 09:00 β π 2 π 0 π¬ 0 π 0
Breda features a highly customizable sun/atmosphere editor π. This allows us to tweak many physics-based parameters π¬ 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 π 3 π 1 π¬ 0 π 0
πͺ The GDC Expo doors are opening!
Find us at the AWS booth to:
π See Evolve in action
π Test-drive our cinematic Photo Mode
πΈ Capture GPU stress test masterpieces!
π #GameDev #GDC2025
19.03.2025 16:57 β π 9 π 2 π¬ 0 π 0
πΉοΈ 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:
β³Book your appointment nowοΌβ meetings-eu1.hubspot.com/jasper-bekke...
13.03.2025 15:27 β π 5 π 1 π¬ 0 π 0
In our path tracers we keep track of a world space hash grid, which contains radiance values associated with ray directions and positions π. Based on the path spread, we can stop tracing rays and instead directly use the cached radiance, still achieving an accurate result π― at a lower cost.
13.03.2025 16:03 β π 9 π 1 π¬ 0 π 0
π¨ Unlock a β¬23.99 Next-Gen Benchmark Tool for FREE!
Want to stress-test your GPU with #EvolveBenchmark Advanced version?
β
Worldβs first #Workgraphs Evaluation
β
Real-time monitoring of GPU voltage/temp/energy
β
A benchmark that crushes traditional tools
Tag your hardware-obsessed friends!
#gpu
12.03.2025 16:15 β π 3 π 2 π¬ 2 π 0
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 ποΈ. In this video, we select a few textures which are used while rendering our final image.
11.03.2025 15:45 β π 10 π 3 π¬ 0 π 0
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 π 5 π 1 π¬ 0 π 0
This is some early footage of our work on neural radiance caching (NRC). With some aggressive learning rates π we achieve quite responsive results! Here we tweak the radiance coming from an object in the room next to us π«. NRC is getting us closer to responsive and stable radiance caching π.
28.02.2025 15:52 β π 1 π 2 π¬ 0 π 0
Enjoy!
11.02.2025 10:39 β π 0 π 0 π¬ 0 π 0
@dachsjaeger.bsky.social thanks for the shout out of GPC, reallynice to see it get mentioned! π«‘
30.01.2025 08:54 β π 2 π 0 π¬ 0 π 0
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 π 452 π 108 π¬ 16 π 9
Designer & Co-Founder of the Rust Framework Makepad.
Senior Graphics Engineer, Light Transport @unity.com.
Check out my stuff at http://github.com/pema99 and https://pema.dev
Interested in all things graphics, VR, language dev and functional programming.
@pemathedev on Twitter/X.
Simple overclocking guides https://skatterbencher.com & https://youtube.com/skatterbencher
Low level optimization = high level gains
Ex-AAA Rendering+Optimisation Programmer
TechArtist, Designer. Stylized Art.
#indiedev #solodev #gamedev π³οΈββ§οΈπΈπͺ
Shader Illusionist β¨
AssassinsCreed2 / FC2 / BF3 / MidnightClub 2+3
GDC Advisory Board Emeritus
She/Her
mastodon.gamedev.place/@ChristinaCoffin
Created by ex-game devs, Evolve is an advanced GPU benchmarking tool for performance verification and power efficiency
https://www.evolvebenchmark.com
Lead Rendering Engineer at Playground Games working on Fable. Always open for graphics questions or mentoring people who want to get in the industry. I tweet about graphics mostly. Views my own. Blog: https://interplayoflight.wordpress.com/
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
Rendering at Respawn Entertainment. Previously Luxology, The Foundry, Google. Enthusiast landscape photographer (andrewhelmer.com/photography). All views my own. He/him.
cpu, gpu @sketchfab @fab @epicgames
Computer graphics from c64 to ungodly number of shader processor on modern 3d rigs
Only cpu/gpu/dev/gamdev/vfx content
Engine Programmer @idSoftware (personal account)
BSEE CpE, interested in: C++/OpenGL/Voxels/SDFs/Pathtracing/GPU Compute/Photography
Co-organizer of Graphics Programming Virtual Meetup
Project writeups, blog posts:
https://jbaker.graphics/index.html
Engine Net/MP code at @MediaMolecule TBA project. prev: Dreams, Intel Net, Avalanche engine, Mad Max, Just Cause 3+4, Rage 2, Contraband, Hunter CoTW, Hiber3d.
https://x.com/datgame
https://mastodon.gamedev.place/@datgame
Coder and woodworker. Author of Recast&Detour and NanoVG. Previously at Epic Games, Unity, Tinkercad, Crytek, demoscene.
https://github.com/memononen
π Seattle. 3D rendering at Adobe; formerly at 343i, Sucker Punch, NVIDIA. Math & coding blog writer, sometime musician, sci-fi & physics nerd, cat dad, coffeeholic.
Engineering, Computer Graphics, Art, DSP, ML
Culture, Techno, Industrial, and Electronic Music.
Research Scientist at NVIDIA.
Ex Google Research, Ex games (Sony, Ubisoft, CD Projekt).
Politically leftist. He/they.
https://linktr.ee/bartwronsk
Kyoto, Q-Games, tech programmer http://shadertoy.com/user/blackjero
Into maths/geometry, art, shader coding, drawing, winter and various outdoor activities. Hyper Active Husky.
https://twitter.com/blackjero (inactive)
mastodon.gamedev.place/@blackjero
Graphics programming at Supermassive Games. Previously Unity and Feral Interactive
Rendering Engineer at Traverse Research
Polishing pixels in the EVOLVE benchmark
Qualcomm Graphics Research, Ex-meta, former Apple