Release Version v1.41 Β· baldurk/renderdoc
Version v1.41
This release includes new threaded support for the shader debugger on all supported APIs (D3D11, D3D12, Vulkan). More details are found below, and please report any problems encounter...
RenderDoc v1.41 is now available! It adds threaded support for shader debugging, enabling debugging of shaders that use subgroup/wave operations and simulating all threads in a compute group.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
05.11.2025 17:13 β π 42 π 6 π¬ 1 π 0
OpenCL on gpuinfo.org
OpenCL hardware capability database.
New update for the @opencl.bsky.social #OpenCL Hardware Capability viewer released. Mostly a maintenance update to improve Android compatibility incl. support for reading OpenCL caps on newer handhelds (e.g. Pixel devices).
opencl.gpuinfo.org/download.php
01.11.2025 11:03 β π 6 π 3 π¬ 0 π 0
π Weβre #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!
π Apply on LinkedIn: The Forge Interactive, Inc.
βοΈ Or email: wolf@theforge.dev
#GraphicsProgramming #Intern #GameDevCareers #OpenRole
30.10.2025 19:53 β π 5 π 3 π¬ 0 π 1
Download - Vulkan Hardware Database by Sascha Willems
New update for the @vulkan.org #Vulkan Hardware Capability Viewer released.
This adds in support for several new extensions and adds support for for non-portability implementations on Apple platforms like KosmicKrisp thanks to LunarG.
Download at: vulkan.gpuinfo.org/download.php
26.10.2025 09:48 β π 24 π 4 π¬ 0 π 0
As someone spending almost as much time with Guild Wars 2 as with 3D graphics programming I really appreciate articles like these that get into some of the technical details. And @guildwars2.com IMO still looks a lot better than most recent games :)
24.10.2025 18:19 β π 1 π 0 π¬ 0 π 0
Coming up tomorrow: I'm giving a talk/walkthrough of autodiff in Slang! These virtual meetup sessions include time for Q&A, so bring your questions! We'll kick off at 8am Pacific/11am Eastern/5pm CEST.
20.10.2025 17:16 β π 4 π 2 π¬ 0 π 0
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan
Autodesk VRED 2026 has introduced new Vulkan renderer alongside the traditional OpenGL real-time pipeline, addressing fundamental limitations while introducing hybrid ray tracing capabilities that significantly enhance visual quality in real-time scenarios on [β¦]
[Original post on fosstodon.org]
14.10.2025 14:35 β π 10 π 6 π¬ 0 π 0
Major Update to vk_gaussian_splatting sample by Jean-Eudes Marvie
-Unscented transforms allow proper fisheye effect
-SPZ file format support
And more
#vulkan #3dgs
github.com/nvpro-sample...
03.10.2025 21:12 β π 14 π 5 π¬ 0 π 0
My team is hiring. Let's join Battlefield 6 Rendering Team (MontrΓ©al).
jobs.ea.com/en_US/ca...
23.09.2025 07:41 β π 10 π 6 π¬ 1 π 0
One idea I'm pondering with is to introduce some sort of device age. E.g. when it was first submitted and then you could exclude devices "older" than x years. Thought that won't be 100% perfect, as device names differ between OS and vendors sometimes change them.
13.09.2025 19:55 β π 0 π 0 π¬ 0 π 0
Also no way for me to add something like market share. I wonder where that D3D12 database gets those numbers from. Only place I can imagine is Steam, but that's desktop only and you have to get those numbers manually.
13.09.2025 19:53 β π 3 π 0 π¬ 1 π 0
That's something I've been wanting to do, but things are much harder in Vulkan land :/
13.09.2025 19:52 β π 5 π 0 π¬ 3 π 0
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
10.09.2025 15:51 β π 45 π 9 π¬ 0 π 0
Ten Years of D3D12
For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for nearly ten years now. Windows 10 was released on July 29th 2015, and D3D12 has be...
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(And yes it's really been 10 years π΄).
therealmjp.github.io/posts/ten-ye...
08.09.2025 00:49 β π 154 π 52 π¬ 7 π 2
RenderDoc v1.40 is now available! This version includes support for VK_EXT_descriptor_buffer, and vulkan 1.4, as well as some other bug fixes an quality of life improvements.
Full release notes: github.com/baldurk/rend...
Binary builds: renderdoc.org/builds
05.09.2025 16:09 β π 43 π 8 π¬ 0 π 0
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks βFast as Hell: idTech 8 Global Illuminationβ, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
26.08.2025 12:52 β π 99 π 26 π¬ 1 π 0
meshoptimizer v0.25 is out! Featuring new simplification function that optimizes positions and attributes for appearance, experimental permissive mode to simplify faceted regions with selective seam preservation, regularization option for improved tessellation quality and deformation, multiple ...
20.08.2025 15:56 β π 62 π 21 π¬ 3 π 0
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
10.08.2025 14:46 β π 111 π 55 π¬ 1 π 0
Fundamental Vulkan Samples rework
Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history Itβs been almost ten years since I started working on my open source C++ Vulkan samples. Never would I have imagined wha...
When I started work on my @vulkan.org #Vulkan C++ samples almost 10 years ago I made some non-optimal decisions esp. around sync and command buffer recording. Finally fixed those and did a write-up with a small retrospective at www.saschawillems.de/blog/2025/08...
15.08.2025 11:35 β π 37 π 12 π¬ 2 π 0
Back in 2021 I released a Vulkan sample that demonstrated adding ray-tracing to a traditional game render pipeline. Since then the code has rotted away and stopped working. So this week I finally resurrected it! Hope it will keep being a learning resource for beginners.
github.com/diharaw/hybr...
07.08.2025 18:13 β π 46 π 8 π¬ 2 π 0
We are excited for next week's SIGGRAPH in Vancouver, Canada! Come see our Birds of a Feather (BOF) session, panels, Forging Forward with Vulkan. Donβt miss your chance to connect with us and the wider developer community.
www.khronos.org/events/siggr...
#SIGGRAPH2025 #vulkan #api
04.08.2025 16:46 β π 8 π 3 π¬ 0 π 0
In case anyone is having issues accessing my @vulkan.org #Vulkan hardware database: Looks like someone is running a DDoS against the site. It seems like whoever is doing that has been ramping up hits against the site in recent days. Right now up from the usual 60~80k to almost a million :(
31.07.2025 19:41 β π 5 π 1 π¬ 0 π 0
Debugging AMD-Specific Issues with Driver Experiments Tool - new article on my blog.
asawicki.info/news_1788_de...
30.07.2025 16:13 β π 22 π 3 π¬ 2 π 0
Looks like Iβll be giving a talk about working on X-Plane at GPC π₯³. Covering how we went from a GL 2.1(!) codebase to a modern Vulkan/Metal one and the challenges and advantages of working on a single product for 30 years, with an eye on the unique challenges of a small studio working on flight sims
26.07.2025 23:20 β π 12 π 1 π¬ 2 π 0
Just pushed a technique to avoid too many BLAS builds for continuous cluster-based LoD ray tracing. Thanks to Pyarelal Knowles whose instance merging idea was a precursor to this solution and helped on debugging.
github.com/nvpro-sample...
24.07.2025 16:01 β π 23 π 8 π¬ 0 π 0
Today, with the release of version 1.4.321 of the #Vulkan specification, Vulkan Video is once again being expanded for encoding operations with the introduction of the Encode Intra-refresh extensionβthe second advanced feature extension for encoding.
khr.io/1l7
09.07.2025 14:08 β π 11 π 3 π¬ 0 π 0
Vulkan on gpuinfo.org
Vulkan hardware capability database.
New update for the @vulkan.org #Vulkan Hardware Capability Viewer released.
This adds in support for several new extensions and also is the first version with native builds for Linux ARM64 thanks to an external contribution.
Download at: vulkan.gpuinfo.org/download.php
27.06.2025 18:31 β π 6 π 1 π¬ 0 π 0
Same for Windows. Make sure that an up-to-date version of slang is in the path. I simply delete the .exe from the SDK to avoid mistakes ;)
22.06.2025 06:21 β π 0 π 0 π¬ 1 π 0
video game dev. weird west, adios, influx redux, etc
buy influx redux: https://store.steampowered.com/app/867150/InFlux_Redux/
internet blog on the internet: https://www.joewintergreen.com/
friendly dev chat: http://discord.gg/TyexPhe
he/him
The Forge Interactive, Inc. is a think-tank for advanced real-time graphics, specializing in custom game engines, rendering solutions, and offering expert game engine consulting and programming services.
π: theforge.dev/
βοΈ: github.com/ConfettiFX
Enthusiast of vintage computers and retro games. Passionate about exploring the history of computing and classic gaming systems, and what excites me most is the challenge of building my own game entirely from the ground up!
Human She/her.
Lead Rendering Software Engineer At @EA - @CriterionGames, ex @Unity3d, ex @UbisoftMTL All expressed opinions are my own
Leftist,
Data-oriented programmer,
3D graphics/games
Odin/C/Rust/C++
Also a little Python for Blender plugins
Still masks in public #CovidIsNotOver
Follow me @NickDrisc0ll@mastodon.gamedev.place
(He/him)
Graphics Programmer at Rockstar North.
Views and opinions are my own.
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/
Mostly 3D+AI+voice. Building https://mixreel.ai
Flutter/Dart/C++/PyTorch/Blender
https://github.com/nmfisher/thermion
https://nick-fisher.com
https://playmixworld.com
https://bit.ly/3RkzFfH
Code & Anti-code! Game Graphics & Engine Programmer by profession. I love Science, Art, Photography, Psychology, Astronomy, Rock Climbing, Footballβ½οΈ, Drawing & Monkeys!
Software Engineer at EA.
Previously coding stuff at TwoBulls/DEPT (Melbourne), Q-Games (Kyoto), and IO Interactive (Copenhagen).
These tweets are my own views.
Beginner GameDev, Artist, Doom Modder, always improving.
Photoshop, memes and fun stuff too!
https://x.com/StormslayerDev
https://www.moddb.com/mods/relentless-frontier-hd
π₯ Quake, UT, & more! 31
Nightdive Studiosβ mission is to bring lost and forgotten gaming treasures back from the depths.
π https://linktr.ee/nightdivestudios
Kleadron's personal biscky account. I like rabbits and the game halo =]
Programmer and amature artist/musician.
π Webzone: https://kleadron.net/
Postdoctoral researcher - Expressive Computation Lab @ UCSB
http://em-yu.github.io
Senior Graphics Programmer @ Digital Extremes. Previously ZeniMax Online, WB
Blog: https://alextardif.com/eden.html
Hobby game dev tech tools and rendering enginer (translation: total hack with a bunch of incomplete and largely unimpressive tech demos)
@tim_rex_ in the other place
The idea that my views would not be my own is horrifying. Nuff said
(She/Her) I write the code that gives imagination its pixels.
The best STEM memes from this side of the BlueSky⦠I promise.