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Martin Fuller

@martinfuller.bsky.social

Principal Engineer - Microsoft ATG

128 Followers  |  65 Following  |  14 Posts  |  Joined: 16.12.2024  |  2.0495

Latest posts by martinfuller.bsky.social on Bluesky

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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€” πŸ‘ 189    πŸ” 15    πŸ’¬ 1    πŸ“Œ 0
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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€” πŸ‘ 20    πŸ” 3    πŸ’¬ 0    πŸ“Œ 0

It’s Showcase week! πŸ”₯

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! πŸ’š

02.06.2025 14:24 β€” πŸ‘ 61    πŸ” 8    πŸ’¬ 7    πŸ“Œ 2

Path of Exile 2. Elden Ring. Star Wars Outlaws.

31.05.2025 20:32 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I wouldn’t like to speculate

22.04.2025 15:20 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

That doesn’t 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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€” πŸ‘ 6    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
I RECREATED THE DOOM: THE DARK AGES TRAILER IN DOOM ETERNAL!
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€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Very cool, that’s expected πŸ˜‰ The power of occlusion culling πŸ‘

23.03.2025 22:20 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 31    πŸ” 7    πŸ’¬ 1    πŸ“Œ 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€” πŸ‘ 35    πŸ” 7    πŸ’¬ 3    πŸ“Œ 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€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Thanks for sharing, very interesting. I’d be interested in your results on AMD HW

02.03.2025 19:40 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I’m actually surprised that someone paying to support DF would do this…. maybe I’m naive…..

28.02.2025 22:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Awesome! Great to work with you Nico. Keep it up :)

28.02.2025 22:22 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 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€” πŸ‘ 244    πŸ” 17    πŸ’¬ 15    πŸ“Œ 0
How do Graphics Cards Work?  Exploring GPU Architecture
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€” πŸ‘ 34    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0

Agree entirely, sometimes optimisation attempts can have unexpected consequences. GPU’s are complex machines

30.01.2025 20:37 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Microsoft Game Dev Microsoft Game Dev can help you find the right mix of tools and services to fit your game development needs.

For (new) gaming friends here, here's the info you'll need to publish your game in the MS store:
developer.microsoft.com/en-us/games/

28.01.2025 16:19 β€” πŸ‘ 5    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0
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Massaging the Shader Compiler to emit Optimum Instructions Modern GPU’s feature sophisticated instruction sets for executing shaders. However this blog details how unintiutive it can be to have the shader compiler leverage the optimum instruction. Co…

Another small gem for Graphics Engineers: martinfullerblog.wordpress.com/2025/01/13/m...

13.01.2025 17:56 β€” πŸ‘ 60    πŸ” 16    πŸ’¬ 0    πŸ“Œ 0
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Graphics Programming weekly - Issue 374 - January 12th, 2025 www.jendrikillner.com/post/graphic...

13.01.2025 15:37 β€” πŸ‘ 56    πŸ” 19    πŸ’¬ 0    πŸ“Œ 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€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Dynamic Resolution Scaling (DRS) on PC DRS is one of those technique that is a lot easier to implement on console than PC, or perhaps more accurately, its easier to run closer to the wire, maximising GPU use without dropping frames. My …

By request, a small follow up to my previous blog on DRS, this time covering PC specific difficulities. Interestingly due to the platform rather than the hardware. martinfullerblog.wordpress.com/2025/01/06/d...

09.01.2025 10:45 β€” πŸ‘ 17    πŸ” 7    πŸ’¬ 0    πŸ“Œ 0

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