Chris Wallis @chriskwallis.bsky.social · 06/10/2026I'll need to chat with some folks, but I would be all for it! 140
Chris Wallis @chriskwallis.bsky.social · 06/10/2026Super proud of the rendering tech we pulled off in Gears of War: E-Day. Getting MegaLights and Nanite where we needed was a huge accomplishment but there's so much more on top of that. Tons of custom tech in the volumetrics, characters, destruction, ray tracing, and lighting 4454
Reposted by Chris WallisAdam Marrs @acmarrs.bsky.social · 01/10/2026The first game to Ray Trace Nanite has arrived! Gears of War: E-Day is out now - with super charged ray tracing powered by RTX Mega Geometry. Proud of what we achieved with our friends at The Coalition. www.nvidia.com/en-us/geforc...nvidia.comGears of War: E-Day Out Now With DLSS 4.5RTX Mega Geometry, ray tracing & 7.5X faster on average at 4K 1104
Reposted by Chris WallisAdam Marrs @acmarrs.bsky.social · 26/08/2026I’m stoked this is finally revealed! Gears of War: E-Day is a graphics milestone - the world’s first game to ray trace Nanite in real-time, delivered with RTX Mega Geometry. Huge thanks to The Coalition for the vision and collaboration that made this result possible. youtu.be/yeMtCvxBiIM?...youtu.beRTX: Inside the Game | Gears of War: E-Day with DLSS 4.5 and RTX Mega GeometryYouTube video by NVIDIA GeForce 1185
Reposted by Chris WallisAdam Marrs @acmarrs.bsky.social · 26/08/2026More details, comparison shots, and acceleration structure visualizations of RTX Mega Geometry cranking out real-time Nanite Ray Tracing in Gears of War: E-Day are in the announcement article here: www.nvidia.com/en-us/geforc...nvidia.comGamescom 2026: DLSS 4.5 Ray ReconstructionOut now for 30 games. Plus RTX Mega Geometry for Gears of War: E-Day, new trailers & more. 074
Chris Wallis @chriskwallis.bsky.social · 29/12/2024Oh yeah I've seen this but completely forgot about it, yeah this is such a great video for people outside of rendering 😁 010
Chris Wallis @chriskwallis.bsky.social · 29/12/2024Added the ability to watch the rays in my path tracer bounce around as an animation. I'm excited about this more from an education POV, I think it helps explain how path tracing works far more easily than I could describe in words 210923
Chris Wallis @chriskwallis.bsky.social · 28/12/2024Iterating on my ray visualizer. Added arrow caps to see ray directionality and UI to tune the ray thickness. I removed the cap on visualizer ray count in the bathroom scene and it gets a little crazy. Green = first bounce Yellow = all other bounces Blue = Next event estimation shadow rays 090
Chris Wallis @chriskwallis.bsky.social · 24/12/2024First prototype of visualizing rays. Fairly simple implementaton: store rays in UAV, then do ray-cylinder intersections in a CS. First bounce is green, second yellow, red for the rest. Shows how dumb my tracer is with very little importance sampling, but it's fun watching the web of rays! 0424
Chris Wallis @chriskwallis.bsky.social · 21/12/2024In this case I'd probably rather have it take perspective into account. For something like wire frame though that makes more sense 010
Chris Wallis @chriskwallis.bsky.social · 21/12/2024True I could do that, I was thinking just generating cylinders on the fly but that sounds more fun 120
Chris Wallis @chriskwallis.bsky.social · 21/12/2024So if I want to visualize the rays I'm firing for a path tracer, how do folks draw the lines for rays? The obvious answer is rasterize the lines, but then you need a raster path that lines up directly with the path traced results Is it crazy to raytrace against the lines in a composition pass? 261
Reposted by Chris WallisTomasz Stachowiak @h3r2tic.bsky.social · 05/12/2024Here'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.youtube.comRendering Tiny Glades With Entirely Too Much Ray MarchingYouTube video by Graphics Programming Conference 15451108
Chris Wallis @chriskwallis.bsky.social · 17/11/2024By cache I suppose you're caching the DXIL with some hash to avoid calling the compiler if you don't need to? 200
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Hrmm sounds interesting, might have to try this and write a part 2 to my blog post 😁 110
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Oh nice, will take a look at that, sounds like a good approach! 010
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Ah hah yeah maybe that's good enough for me too 000
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Would love to do something similar, how do you handle includes? 200
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/20... 2469
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Hmm probably! I'd love to think of a way where it could autodetect based on whether files have been modified. I think the tough part is handling the chain of includes but maybe there's some helpers in DXC that make extracting that easy. Brute force recompiling would definitely be less of a headache 310
Chris Wallis @chriskwallis.bsky.social · 16/11/2024Put this off for too long, added hot reload of shaders. Super useful for debugging, using it here to shut off albedo to see indirect lighting in isolation and then preview UVs. Fairly easy to support since everything is done through a single shader and takes less than a second to recompile. 1271
Chris Wallis @chriskwallis.bsky.social · 14/11/2024Support for subsurface material editing! I treat glass and subsurface the same. Glass is just subsurface scattering with 0 scattering events. 0150
Chris Wallis @chriskwallis.bsky.social · 11/11/2024I've avoided making my path tracer an editor for simplicity sake but recently realized how much easier debugging would be with some limited functionality. So here we go, first prototype of material editing 0262
Chris Wallis @chriskwallis.bsky.social · 22/10/2024Hey, I'm Chris! I'm a rendering engineer working on the Gears of War series. Sometimes I post about it, but usually I just talk about my GPU path tracer or ShaderToy Blog of my random graphics stuff here: wallisc.github.io 0191