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Christoph Kubisch

@pixeljetstream.bsky.social
517 followers 273 following 48 posts

NVIDIA Developer Technology Engineer. Past game & tech artist, quake2/3 mods (CrazyButcher). Personal account, speaking for myself. he/him

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Christoph Kubisch @pixeljetstream.bsky.social · 20h
Congratulations!
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Adam Marrs @acmarrs.bsky.social · 01/10/2026
The 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.com
Gears of War: E-Day Out Now With DLSS 4.5
RTX Mega Geometry, ray tracing & 7.5X faster on average at 4K
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Eike @zet23t.bsky.social · 02/10/2026
First step in introducing different difficulty lanes: Having 3 distinct difficulty markers. I need to create some branching now so higher difficulty routes are shorter (=have fewer nodes). #gamedev #indiedev #solodev #raylib
A colorful top-down game map shows a forested island with many green, orange, and red trees, dotted paths, and star markers along the route. A small bridge crosses water at the lower right, and a house sits near the upper left.
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Christoph Kubisch @pixeljetstream.bsky.social · 30/09/2026
Thanks for your work and the many good suggestions for vk_lod_clusters. Will be fun to see what 30/9/27 brings.
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Arseny Kapoulkine @zeux.io · 30/09/2026
New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b...
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Tom Forsyth @tomforsyth.bsky.social · 28/09/2026
DASHR - Dynamically Animated Skinned Heightfield Rendering Short video for now - I might do a longer one later? youtu.be/-Su9YrcazRk But there's ALL the details in the paper, and you can always Use The Source, Luke for the really deep info. github.com/tomforsyth10...
youtu.be
DASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes version
YouTube video by Tom Forsyth
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Arseny Kapoulkine @zeux.io · 25/09/2026
meshoptimizer 1.3 is out! Featuring a new voxel remesher, support for normal generation, several simplification improvements and various optimizations and fixes. GitHub stars and reposts appreciated! meshoptimizer was started 10 years ago; excited for the years to come! github.com/zeux/meshopt...
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Ignacio Castano @icastano.bsky.social · 17/09/2026
Spark 1.4 is finally out! The highlight is HDR: new BC6H and ASTC HDR codecs, offline quality at real-time speeds. Also: BC1 Ultra, a BC7 codec for packed material maps, ASTC 5×5, and broader device support. www.ludicon.com/castano/blog...
ludicon.com
Spark 1.4
Spark 1.4 adds real-time BC6H and ASTC HDR texture compression, BC1 Ultra, BC7 NRM, ASTC 5×5, and broader GPU compatibility.
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🩷💜💙Marie-Michelle Pepin🩷💜💙 @mariempepin.bsky.social · 08/09/2026
Decided to finally paint my little wartime house. gouache on illustration board #gouache #art #painting #montreal
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c0de517e.bsky.social @c0de517e.bsky.social · 14/09/2026
It's done! My beautiful and optimized wasm/webgpu quake port is live! c0de517e.com/EXTERNAL/IRO...
c0de517e.com
IronWASM
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Momo @heyheymomo.bsky.social · 15/05/2025
A little motivation
4 panel comic: 
Panel 1: forg is drawing. There’s some extra pencils and some coffee on his desk. He says “all I can do..”
Panel 2: he is now doing work on his computer. Looks like he completed some drawings. He continues “..is my best”
Panel 3: he is now making some food in the kitchen, wielding a pan and wearing a tiny chefs hat. He continues talking to himself “..and my best..”
Panel 4: at the end of his long cozy day he’s in bed, and finishes his sentence “.. will do”
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Christoph Kubisch @pixeljetstream.bsky.social · 13/09/2026
Reads well. Though would add a remark that the 64 KB page sizes are less than what is deemed optimal (2 MB for NV) docs.nvidia.com/cuda/cuda-pr... Meaning there can be a performance impact on the GPU memory system depending on how the buffer is used.
docs.nvidia.com
4.1. Unified Memory — CUDA Programming Guide
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Dan Liimatta @danliimatta.bsky.social · 10/09/2026
Took in the ref I used for this and tried correcting some shapes and work over the armour
Red knight
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Eike @zet23t.bsky.social · 12/09/2026
I managed to randomize the production queues a bit, so now it is essential to check what a bot has loaded. #gamedev #indiedev #solodev #raylib
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Arseny Kapoulkine @zeux.io · 08/09/2026
meshoptimizer turns 10 today! This blindsided me a little bit; I thought it would be later this year. So I don't have an anniversary release or post ready; I'm on a tail end of a few neat improvements that need a bit more time to work on or write about. Time flies!
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Tom Gauld @tomgauld.bsky.social · 06/09/2026
My latest books cartoon for @theguardian.com www.theguardian.com/books/pictur...
Title: Methods for Encouraging a Reluctant Young Reader 
 

Panel 1
Caption: Read Together 
Image: A small child sits on a sofa, face buried in a book, between two adults doing the same.

Panel 2
Caption: Bribery
Image: The small child sits on a treasure chest wearing a crown, face buried in a book, in a room full of coins, jewels and precious items.

Panel 3
Caption: Element of danger
Image: The small child sits, face buried in a book, precariously balanced on a thin branch in a tall tree.

Panel 4
Caption: Reverse Psychology
Image: The small child sits, face buried in a book, beside a huge bookshelf and a sign that reads “Adults Only”

Panel 5
Caption: Pulleys and Pistons
Image: The small child sits, face buried in a book, amidst a complicated mechanism that provides endless new books.

Panel 6
Caption: Rituals and Incantations
Image: The small child sits, face buried in a book, in a circle of candles amidst clouds of smoke and mysterious phrases.
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Jendrik Illner @jendrikillner.bsky.social · 05/09/2026
Graphics Programming weekly - Issue 453 - August 30th, 2026 www.jendrikillner.com/post/graphic...
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Momo @heyheymomo.bsky.social · 03/09/2026
I made a new shop!!!! heyheymomo.com ❤️ Prints, shirts, digital downloads, stuff! Much more to come in the future! Woohoo!
4 panel promotional comic: 
Panel 1: pink blob in front of a computer screen. Text reads ‘I made a new shop!’ And the pink blob goes ‘nice’
Panel 2: The pink blob can be seen wearing a cute shirt with a forg on it. Text reads ‘It has fun momo merch’. Another pink blob character in the foreground says ‘wow, good style’
Panel 3: Text: “You can request a personalised comic!” And we see momo and forg underneath the text. Forg is wearing a bday hat. They say happily ‘happy b-day, (insert name)’
Panel 4: Momo and forg happy outside. Text says ‘Go to heyheymomo.com if you’re interested in a a good time!’ Promotional image of the shop. You can see a hat, prints, shirts and mug all momo branded with funny goofy characters on them4 panel comic. Spoof on the ‘things you don’t need store’ comic I did earlier but instead of ‘things you don’t need store’ it says ‘heyheymomo.com’ on the sign. Forg gets paid a dollar and immediately goes to spend it on the heyheymomo.com shop

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Inigo Quilez @iquilezles.bsky.social · 04/09/2026
Distorting space with sine functions #math
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Christoph Kubisch @pixeljetstream.bsky.social · 04/09/2026
New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...
nvpro-samples.github.io
Release Notes - Vulkan Gaussian Splatting
Real-time visualization of 3D Gaussian Splatting using the Vulkan API
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N a i t e l v e n i @naitelveni.bsky.social · 03/09/2026
big doors are cool. Wip screenshot from my Quake Rooftops jam map.
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Bruno Levy @brunolevy01.bsky.social · 01/09/2026
#geogram just reached 2500 stars on github, And that's not all, version 1.10.1 was just released: github.com/BrunoLevy/ge... Geogram is in C++, but it also supports Python, Node.js, WebAssembly, TypeScript and Lua through Rosetta by Frantz Maerten, more on this here: github.com/rosetta-bind...
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Jón Kristinsson @jonkk.bsky.social · 02/09/2026
some more 3d yarn exploration, thanks to this excellent video: www.youtube.com/watch?v=gy86... #blender #geometrynodes
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JMS55 @jms5517.bsky.social · 29/08/2026
jms55.github.io/posts/2026-0...
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virgil (school hiatus) 🫆🔮💫 @vigilnaut.bsky.social · 29/08/2026
daily reminder ✨
DO NOT ask yourself whether your art is GOOD. instead ask: is it SINCERE, is it CATHARTIC, was it FUN TO MAKE, is it MADE BY ME, and don’t forget to stay silly
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Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026
There are settings to control the texture memory budget, the supplied files are much higher resolution than the renderers currently make use of (currently mip tail that fits in budget). Texture streaming yet to be done.
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Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026
New release of Mega Geometry SDK now with a textured version of the Zorah scene (gltf + ktx2 70 GB). Lots of great work by Calvin Hsu. RTXMG (now with ported lod system) github.com/NVIDIA-RTX/R... VK r&d sample: github.com/nvpro-sample...
Rendering of a classical building with intricate geometric detail. Leaves in foreground that are geometry. Outside the viewport are ui elements with lots of statistics and controls
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Ben McEntee @benmce.bsky.social · 28/08/2026
Vagabond’s Serpent
Illustration of a character wearing a green and white dress. A large fantastical snake emerges from a basket on her waist
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Christoph Kubisch @pixeljetstream.bsky.social · 28/08/2026
Awesome!
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Adam Marrs @acmarrs.bsky.social · 26/08/2026
I’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.be
RTX: Inside the Game | Gears of War: E-Day with DLSS 4.5 and RTX Mega Geometry
YouTube video by NVIDIA GeForce
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Mike Turitzin @miketuritzin.bsky.social · 27/08/2026
The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...
youtu.be
Enshrouded - Performance Improvements for 1.0
YouTube video by Enshrouded
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Jendrik Illner @jendrikillner.bsky.social · 27/08/2026
Graphics Programming weekly - Issue 452 - August 23rd, 2026 www.jendrikillner.com/post/graphic...
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mjp @mjp123.bsky.social · 22/08/2026
WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...
github.com
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Jendrik Illner @jendrikillner.bsky.social · 18/08/2026
Graphics Programming weekly - Issue 451 - August 16th, 2026 www.jendrikillner.com/post/graphic...
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Jendrik Illner @jendrikillner.bsky.social · 14/08/2026
Graphics Programming weekly - Issue 450 - August 9th, 2026 www.jendrikillner.com/post/graphic...
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ceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on Variable Rate Ray Tracing in Call of Duty: Modern Warfare 4 by Michał Olejnik from Activision are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Marmoset @marmoset3d.bsky.social · 12/08/2026
Marmoset Toolbag 5.03 is officially out! It introduces brand-new features & significant improvements to Toolbag's baking, texturing, and rendering systems, such as: ✅ Text Layers ✅ Scatter Layers ✅ Pause Tiles ✅ SVG Vector Import ✅ SpaceMouse Support & much more!
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Daniel Holden @theorangeduck.bsky.social · 30/07/2026
One of my most requested articles is something on inverse kinematics and foot sliding. I finally found the time to write up the little recipes that have served me well through the years, including an offline method I used recently that works surprisingly nicely. theorangeduck.com/page/inverse...
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Nifflas @nifflas.bsky.social · 10/08/2026
Knytt has been faitfully recreated by @bitkidgames.com to run on current operating systems and was just released on Steam and GOG, completely free Steam: store.steampowered.com/app/2656050/...
store.steampowered.com
Knytt Classic on Steam
Celebrate the 20th anniversary of the indie freeware classic, rebuilt for modern machines! Explore a maze-like planet as the Knytt, a peaceful being abducted by aliens, find your missing ship parts, a...
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Christoph Kubisch @pixeljetstream.bsky.social · 06/08/2026
It depends. I have seen it go either way, a tad faster and a tad slower. For this scenario we do it to reduce memory requirements (same was already implemented for the tessellation sample). Saving VRAM at this geometric complexity is typically more important than losing a bit of performance.
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Christoph Kubisch @pixeljetstream.bsky.social · 05/08/2026
Hi. Not sure I get your statement right. Our sample still loads attribute data and the rest of the required cluster group data during streaming, just position data is not kept. As this sample is using fp32 positions it can be a healthy reduction in memory for ray tracing high detail geometry.
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Christoph Kubisch @pixeljetstream.bsky.social · 05/08/2026
Major update to our continuous cluster lod rendering sample. Reduces memory consumption for ray tracing by not keeping vertex positions resident and rely on fetch intrinsics. Thanks to Calvin Hsu for investigations on this. We also improved the path tracing a bit. www.github.com/nvpro-sample...
Diagram depicting that for ray tracing the geometry streaming splits transfers of cluster groups into a persistent section and per-frame scratch. The latter storing vertex positions for clas builds
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ceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026
Slides for SIGGRAPH 2026 Advances in Real-Time Rendering in Games course's talk on SMOLDER — REAL-TIME VOLUMETRIC EFFECT RENDERING IN GLACIER AND 007 FIRST LIGHT by @lexdev.net from IO Interactive are now online - enjoy!! advances.realtimerendering.com/s2026/index....
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Jendrik Illner @jendrikillner.bsky.social · 31/07/2026
Graphics Programming weekly - Issue 448 - July 27th, 2026 www.jendrikillner.com/post/graphic...
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aoma @aomamao.bsky.social · 31/05/2025
BIG Cargo - Thanks for 150 follows 🤍 #lowpoly
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Alan Wolfe @demofox.bsky.social · 01/08/2026
A Texture Lookup Approach to Bézier Curve Evaluation on the GPU jcgt.org/published/00... New published paper! The premise is that you can offload polynomial evaluation to the texture sampling unit, which can be useful for improving execution times if you are compute bound.
Figure 2 from the paper, showing how bilinear texture interpolation can evaluate the de Casteljau algorithm.Table 1 from the paper, showing how to calculate Seiler interpolation values, and how to store them in textures.
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Martin-Karl @doragonhanta.bsky.social · 31/07/2026
So many new features in vk_gltf_renderer (github.com/nvpro-sample...) since my last post, I'll drop a few highlights. - glTF 2.1 External Assets - Releases: compiled version of the sample - PBR: better volume scattering, retroreflection - Optimizations: material compile defines - Opacity Micromesh
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Nicole Feng @nicole--f.bsky.social · 28/07/2026
At #SIGGRAPH2026, I presented "points as tori" (PAT) for fast pointwise evaluation of signed distance for point clouds. Some code (Python w/ C++ extensions) and demo up: github.com/nzfeng/point... Contributions from people/LLMs welcome. Explainer thread below for the project: 🧵
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Garrett Johnson @gkjohnson.bsky.social · 27/07/2026
New random sampling method for three-gpu-pathtracer: blue noise dither sampling! It offsets a common random sequence for ALL screen samples, yielding a cleaner image in just a few samples. Screenshots are single sample scrambled sobol vs blue noise. Small writeup below👇
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Omar @ocornut.bsky.social · 25/07/2026
dear imgui 1.92.9 released! github.com/ocornut/imgu... - new liveedit on/off settings and defaults - tables track topology changes - metal4 rendering backend - timestamped settings entries (for cleanup etc.) - 50+ other changes/fixes (fonts, multi-select, popups, backends etc.).
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