Reposted by Christoph KubischAdam 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 Christoph KubischEike @zet23t.bsky.social · 02/10/2026First 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 1134
Christoph Kubisch @pixeljetstream.bsky.social · 30/09/2026Thanks for your work and the many good suggestions for vk_lod_clusters. Will be fun to see what 30/9/27 brings. 010
Reposted by Christoph KubischArseny Kapoulkine @zeux.io · 30/09/2026New 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... 14915
Reposted by Christoph KubischTom Forsyth @tomforsyth.bsky.social · 28/09/2026DASHR - 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.beDASHR - Dynamically Animated Skinned Heightfield Rendering - six minutes versionYouTube video by Tom Forsyth 1423075
Reposted by Christoph KubischArseny Kapoulkine @zeux.io · 25/09/2026meshoptimizer 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... 29427
Reposted by Christoph KubischIgnacio Castano @icastano.bsky.social · 17/09/2026Spark 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.comSpark 1.4Spark 1.4 adds real-time BC6H and ASTC HDR texture compression, BC1 Ultra, BC7 NRM, ASTC 5×5, and broader GPU compatibility. 0164
Reposted by Christoph Kubisch🩷💜💙Marie-Michelle Pepin🩷💜💙 @mariempepin.bsky.social · 08/09/2026Decided to finally paint my little wartime house. gouache on illustration board #gouache #art #painting #montreal 410119
Reposted by Christoph Kubischc0de517e.bsky.social @c0de517e.bsky.social · 14/09/2026It's done! My beautiful and optimized wasm/webgpu quake port is live! c0de517e.com/EXTERNAL/IRO...c0de517e.comIronWASM 0113
Christoph Kubisch @pixeljetstream.bsky.social · 13/09/2026Reads 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.com4.1. Unified Memory — CUDA Programming Guide 020
Reposted by Christoph KubischDan Liimatta @danliimatta.bsky.social · 10/09/2026Took in the ref I used for this and tried correcting some shapes and work over the armour 81540299
Reposted by Christoph KubischEike @zet23t.bsky.social · 12/09/2026I managed to randomize the production queues a bit, so now it is essential to check what a bot has loaded. #gamedev #indiedev #solodev #raylib 0142
Reposted by Christoph KubischArseny Kapoulkine @zeux.io · 08/09/2026meshoptimizer 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! 2342
Reposted by Christoph KubischTom Gauld @tomgauld.bsky.social · 06/09/2026My latest books cartoon for @theguardian.com www.theguardian.com/books/pictur... 17966304
Reposted by Christoph KubischJendrik Illner @jendrikillner.bsky.social · 05/09/2026Graphics Programming weekly - Issue 453 - August 30th, 2026 www.jendrikillner.com/post/graphic... 05523
Reposted by Christoph KubischMomo @heyheymomo.bsky.social · 03/09/2026I made a new shop!!!! heyheymomo.com ❤️ Prints, shirts, digital downloads, stuff! Much more to come in the future! Woohoo! 1034477
Reposted by Christoph KubischInigo Quilez @iquilezles.bsky.social · 04/09/2026Distorting space with sine functions #math 446084
Christoph Kubisch @pixeljetstream.bsky.social · 04/09/2026New update of Jean-Eudes Marvie's gaussian splatting rendering research framework #3dgs @vulkan.org nvpro-samples.github.io/vk_gaussian_...nvpro-samples.github.ioRelease Notes - Vulkan Gaussian SplattingReal-time visualization of 3D Gaussian Splatting using the Vulkan API 064
Reposted by Christoph KubischN a i t e l v e n i @naitelveni.bsky.social · 03/09/2026big doors are cool. Wip screenshot from my Quake Rooftops jam map. 1738088
Reposted by Christoph KubischBruno 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... 0156
Reposted by Christoph KubischJón Kristinsson @jonkk.bsky.social · 02/09/2026some more 3d yarn exploration, thanks to this excellent video: www.youtube.com/watch?v=gy86... #blender #geometrynodes 311013
Reposted by Christoph KubischJMS55 @jms5517.bsky.social · 29/08/2026jms55.github.io/posts/2026-0... 1287
Reposted by Christoph Kubischvirgil (school hiatus) 🔮💫 @vigilnaut.bsky.social · 29/08/2026daily reminder ✨ 074893646
Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026There 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. 000
Christoph Kubisch @pixeljetstream.bsky.social · 29/08/2026New 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... 1164
Reposted by Christoph KubischBen McEntee @benmce.bsky.social · 28/08/2026Vagabond’s Serpent 2652021175
Reposted by Christoph KubischAdam 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 1175
Reposted by Christoph KubischMike Turitzin @miketuritzin.bsky.social · 27/08/2026The new version of Enshrouded has replaced triangle meshes with SDF bricks for terrain 👀 youtu.be/4AQycxtpPno?...youtu.beEnshrouded - Performance Improvements for 1.0YouTube video by Enshrouded 56716
Reposted by Christoph KubischJendrik Illner @jendrikillner.bsky.social · 27/08/2026Graphics Programming weekly - Issue 452 - August 23rd, 2026 www.jendrikillner.com/post/graphic... 15518
Reposted by Christoph Kubischmjp @mjp123.bsky.social · 22/08/2026WIP spec for Work Lists, the successor to ExecuteIndirect that lets you change PSOs between draws and dispatches github.com/microsoft/Di...github.com 23812
Reposted by Christoph KubischJendrik Illner @jendrikillner.bsky.social · 18/08/2026Graphics Programming weekly - Issue 451 - August 16th, 2026 www.jendrikillner.com/post/graphic... 05116
Reposted by Christoph KubischJendrik Illner @jendrikillner.bsky.social · 14/08/2026Graphics Programming weekly - Issue 450 - August 9th, 2026 www.jendrikillner.com/post/graphic... 06222
Reposted by Christoph Kubischceruleite.bsky.social @ceruleite.bsky.social · 15/08/2026Slides 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.... 14724
Reposted by Christoph KubischMarmoset @marmoset3d.bsky.social · 12/08/2026Marmoset 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! 1127
Reposted by Christoph KubischDaniel Holden @theorangeduck.bsky.social · 30/07/2026One 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... 03711
Reposted by Christoph KubischNifflas @nifflas.bsky.social · 10/08/2026Knytt 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.comKnytt Classic on SteamCelebrate 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... 16534271
Christoph Kubisch @pixeljetstream.bsky.social · 06/08/2026It 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. 010
Christoph Kubisch @pixeljetstream.bsky.social · 05/08/2026Hi. 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. 110
Christoph Kubisch @pixeljetstream.bsky.social · 05/08/2026Major 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... 1111
Reposted by Christoph Kubischceruleite.bsky.social @ceruleite.bsky.social · 03/08/2026Slides 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.... 05419
Reposted by Christoph KubischJendrik Illner @jendrikillner.bsky.social · 31/07/2026Graphics Programming weekly - Issue 448 - July 27th, 2026 www.jendrikillner.com/post/graphic... 14716
Reposted by Christoph Kubischaoma @aomamao.bsky.social · 31/05/2025BIG Cargo - Thanks for 150 follows 🤍 #lowpoly 552668467
Reposted by Christoph KubischAlan Wolfe @demofox.bsky.social · 01/08/2026A 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. 15810
Reposted by Christoph KubischMartin-Karl @doragonhanta.bsky.social · 31/07/2026So 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 0113
Reposted by Christoph KubischNicole Feng @nicole--f.bsky.social · 28/07/2026At #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: 🧵 411825
Reposted by Christoph KubischGarrett Johnson @gkjohnson.bsky.social · 27/07/2026New 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👇 1227
Reposted by Christoph KubischOmar @ocornut.bsky.social · 25/07/2026dear 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.). 16212