Today on Digital Foundry, a deep dive interview hosted at CD Projekt RED earlier this week. Alex speaks with key CDPR and Epic staff about the stunning Witcher 4 Unreal Engine 5 tech demo - lots of new detail in this candid conversation: youtu.be/OplYN2MMI4Q
14.06.2025 14:17 β π 189 π 15 π¬ 1 π 0
Livestream 2, Day 2 | Unreal Fest 2025
YouTube video by Unreal Engine
The Road to 60 fps in The Witcher 4 Unreal Engine 5 Tech Demo www.youtube.com/live/0X6amtH...
14.06.2025 15:23 β π 20 π 3 π¬ 0 π 0
Itβs Showcase week! π₯
Join us this Sunday, June 8 at 10 am PDT / 1pm EDT / 6pm BST as we reveal upcoming games from our studios and partners around the world, and get a deep dive from the devs at Obsidian Entertainment during The Outer Worlds 2 Direct. Hope you can join us! π
02.06.2025 14:24 β π 61 π 8 π¬ 7 π 2
Path of Exile 2. Elden Ring. Star Wars Outlaws.
31.05.2025 20:32 β π 0 π 0 π¬ 0 π 0
I wouldnβt like to speculate
22.04.2025 15:20 β π 1 π 0 π¬ 0 π 0
That doesnβt look like VRS exactly. VRS on console is 2x2 as the lowest rate. Those tiles are much larger than 2 pixels.
21.04.2025 22:16 β π 1 π 0 π¬ 1 π 0
Machine Games did an outstanding job here with IDTech and got a huge lift from VRS on Xbox
20.04.2025 09:47 β π 6 π 1 π¬ 1 π 0
YouTube video by MuricanEagle
I RECREATED THE DOOM: THE DARK AGES TRAILER IN DOOM ETERNAL!
Great side by side edit of Doom Eternal and Dark Ages trailers, showing just how far ID have raised the bar youtu.be/qx8yZzsZ_4U?...
24.03.2025 13:27 β π 2 π 1 π¬ 0 π 0
Very cool, thatβs expected π The power of occlusion culling π
23.03.2025 22:20 β π 0 π 0 π¬ 0 π 0
DLSS 4: Transforming Real-Time Graphics with AI
Interesting to see a bit of details behind the amazing DLSS tech: research.nvidia.com/labs/adlr/DL...
13.03.2025 22:14 β π 31 π 7 π¬ 1 π 1
meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression + even faster on Apple Silicon), improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for ...
14.03.2025 16:05 β π 35 π 7 π¬ 3 π 0
That is an impressive uplift from just frustum culling, large meshes I guess. We recommend EI over AS, but YMMV.
09.03.2025 07:41 β π 1 π 0 π¬ 1 π 0
Thanks for sharing, very interesting. Iβd be interested in your results on AMD HW
02.03.2025 19:40 β π 0 π 0 π¬ 0 π 0
Iβm actually surprised that someone paying to support DF would do thisβ¦. maybe Iβm naiveβ¦..
28.02.2025 22:24 β π 0 π 0 π¬ 0 π 0
Awesome! Great to work with you Nico. Keep it up :)
28.02.2025 22:22 β π 1 π 0 π¬ 1 π 0
This is pretty amazing to see directly from Epic - a primer about the problem with stuttering in Unreal Engine: specifically about shaders compilation ctutters mainly. Really honest, and proactive, and even has a history lesson in there about the beginnings of DX12 and why DX11 was different. Cool!
04.02.2025 19:49 β π 244 π 17 π¬ 15 π 0
YouTube video by Branch Education
How do Graphics Cards Work? Exploring GPU Architecture
Nice video discussing, at a high level, how (NVidia) GPUs work with great visualisations: www.youtube.com/watch?v=h9Z4...
02.02.2025 15:52 β π 34 π 8 π¬ 0 π 0
Agree entirely, sometimes optimisation attempts can have unexpected consequences. GPUβs are complex machines
30.01.2025 20:37 β π 1 π 0 π¬ 0 π 0
Graphics Programming weekly - Issue 374 - January 12th, 2025 www.jendrikillner.com/post/graphic...
13.01.2025 15:37 β π 56 π 19 π¬ 0 π 1
Agree, the benefits are reduced memory and package size and/or more accurate capture of material data. However, the devil as always is in the detail. The proof of concepts are compelling, so the opportunity exists, but there's a lot of real world engineering to work through.
13.01.2025 14:33 β π 0 π 0 π¬ 0 π 0
Rendering Tech Director @ id Software, DOOM, Wolf2, idTech. Prev Crytek, Far Cry, Crysis Series, CryENGINE. http://linkedin.com/in/tsousa My opinions & POVs
Rendering and Machine Learning at AMD
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Senior Rendering Programmer at Sony Santa Monica Studio
π· http://instagram.com/jendrikillner/
π https://www.jendrikillner.com
Graphics developer working for EA on Frostbite (ex AMD, DONTNOD_Ent, Quantic_Dream and Ubisoft). This is my personal account !
graphics/rendering/gpu performance @Xbox ATG // prev: Final Fantasy XV and ATD @Square Enix, NHL and CTG @EA // Opinions are mine //π₯€in π―π΅ // ζ₯ζ¬θͺOK
Wearing all the hats I possibly can at the Frostbite Rendering team
Tracing rays at NVIDIA. Former lighting artist, working on computer graphics rendering tech for all humans and robots alike.
I mostly post stuff about light transport simulation, and my hobby project Workbench.
Video producer/writer, contributor at Digital Foundry. Past work at various news companies and nonprofits.
Valve coder. Currently working on Steam Deck.
Your friendly neighborhood Guthmann | Computer graphics enthusiast | GPU Dev Tech at AMD. Opinions are my own.
http://frguthmann.github.io
Senior Graphics Programmer at Remedy Entertainment's Northlight rendering team. I post about real-time computer graphics, GPUs and code optimization. Fantasy and sci-fi book aficionado and anime/manga connoisseur. ζ₯ζ¬θͺOK!
Video Editor + Senior Staff Writer for
Digital Foundry and creator of DF Retro! Open to contract work!γ
ζ₯ζ¬θͺοΌ―οΌ«
R&D Rendering Engineer - Snowdrop 3D Programmer @ Ubisoft
Rendering Engineer at The Coalition. Opinions are my own
3D rendering and TBDR GPU nerd.
Technical Director @ Epic Games, Stockholm
Engineering Director, Central Technology at Bungie. Miikhaal, raveler of enigmas. My opinion is mine alone. He/Him