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@saschawillems.bsky.social

Application developer by day, open source developer and Khronos contributor by night. Maintainer of the Vulkan and OpenGL and hardware databases at https://www.gpuinfo.org

859 Followers  |  380 Following  |  30 Posts  |  Joined: 17.10.2024  |  1.971

Latest posts by saschawillems.bsky.social on Bluesky

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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€” πŸ‘ 42    πŸ” 6    πŸ’¬ 1    πŸ“Œ 0
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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€” πŸ‘ 6    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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πŸ”” We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!

🌐 Apply on LinkedIn: The Forge Interactive, Inc.
βœ‰οΈ Or email: wolf@theforge.dev

#GraphicsProgramming #Intern #GameDevCareers #OpenRole

30.10.2025 19:53 β€” πŸ‘ 5    πŸ” 3    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 24    πŸ” 4    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 4    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0
Autodesk VRED 2026: How Autodesk revolutionized visualization with Vulkan

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 […]

[Original post on fosstodon.org]

14.10.2025 14:35 β€” πŸ‘ 10    πŸ” 6    πŸ’¬ 0    πŸ“Œ 0
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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€” πŸ‘ 14    πŸ” 5    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 10    πŸ” 6    πŸ’¬ 1    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

That's something I've been wanting to do, but things are much harder in Vulkan land :/

13.09.2025 19:52 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 3    πŸ“Œ 0
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics

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€” πŸ‘ 45    πŸ” 9    πŸ’¬ 0    πŸ“Œ 0
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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 πŸ‘΄).

therealmjp.github.io/posts/ten-ye...

08.09.2025 00:49 β€” πŸ‘ 154    πŸ” 52    πŸ’¬ 7    πŸ“Œ 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€” πŸ‘ 43    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0
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GPU utilisation and performance improvements Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…

New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...

29.08.2025 19:52 β€” πŸ‘ 101    πŸ” 24    πŸ’¬ 1    πŸ“Œ 0

Slides from my SIGGRAPH 2025 and CEDEC 2025 talks β€œFast as Hell: idTech 8 Global Illumination”, 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€” πŸ‘ 99    πŸ” 26    πŸ’¬ 1    πŸ“Œ 0
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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€” πŸ‘ 62    πŸ” 21    πŸ’¬ 3    πŸ“Œ 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€” πŸ‘ 111    πŸ” 55    πŸ’¬ 1    πŸ“Œ 0
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Fundamental Vulkan Samples rework Fundamental Vulkan Samples rework (Sync, command buffers and more) Some history It’s 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€” πŸ‘ 37    πŸ” 12    πŸ’¬ 2    πŸ“Œ 0
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GitHub - nvpro-samples/vk_gaussian_splatting: Sample implementing several rendering methods for 3D gaussians using Vulkan API Sample implementing several rendering methods for 3D gaussians using Vulkan API - nvpro-samples/vk_gaussian_splatting

Jean-Eudes Marvie updated the vk_gaussian_splatting sample with ray tracing techniques
github.com/nvpro-sample... @vulkan.org

12.08.2025 12:00 β€” πŸ‘ 31    πŸ” 5    πŸ’¬ 0    πŸ“Œ 0
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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€” πŸ‘ 46    πŸ” 8    πŸ’¬ 2    πŸ“Œ 0
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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. Don’t 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€” πŸ‘ 8    πŸ” 3    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 5    πŸ” 1    πŸ’¬ 0    πŸ“Œ 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 β€” πŸ‘ 22    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0
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Looks like I’ll be giving a talk about working on X-Plane at GPC πŸ₯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€” πŸ‘ 12    πŸ” 1    πŸ’¬ 2    πŸ“Œ 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€” πŸ‘ 23    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0
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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 extensionβ€”the second advanced feature extension for encoding.

khr.io/1l7

09.07.2025 14:08 β€” πŸ‘ 11    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0
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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€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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